Friday 1 May 2015

Untitled Art Game Dev Log

I've been secretly working on an artsy exploration-based game a la Dear Esther, Kentucky Route Zero, Proteus, The Vanishing of Ethan Carter, etc.

It's set along Colorado Highway 10 between Walsenburg and La Junta.  Two run-down towns connected by a 79 mile string of human failures.  But it's eerie.  And flooded with silent narrative.

So, what's happened on it so far?

To date:

  • Got the terrain (yay for the USGS - the most awesome cartographic services on earth)
  • Figured out how to get the terrain into Unity (thanks Map Composer)
  • Simple splatmaps but looking surprisingly nice (thanks RTP)
  • Placeholder grass and a cholla tree
  • A drivable vehicle (thanks Edy's Vehicle Physics)
  • The shell of a '66 Bronco to drive around
And my first play test - Emilio, who just loved driving the Bronco off the edge of the world.

So, tremendously successful already.  Plays really well to five-year-olds.

Awesome!

Tuesday 12 August 2014

Old House, New Discoveries - We Start From Here

 In 2012 my great-aunt Mary passed away, leaving us her little house in the small, southern Colorado town of La Veta.  She always was my angel and we are more grateful than words can express for her last gift to us.  We made a deal with her that we would try to make a go of things here.  And so, here we are.

Her house was her father's house, my great-grandfather Tony's (I'm named after him) where he had lived since 1930.  It hasn't changed much in the past 84 years.  And now a second Tony Masinton has taken up residence.  I am about the same age as he was when he bought the house, the first house he could call his own after moving his family from town to town for years.  And now, we are here, after 15 moves (6 of them trans-Atlantic) over 16 years.  The first house we can call our own.

We like old things, Stephanie and I.  And this house is a bit of a time-capsule.  It is filled with little details from the early and mid-twentieth century, the odd eccentricity here and there (the Holy Light Switch is my favorite, but more on that in another post), and lots and lots of hidden traps for the newby conservationist.  It needs work.  It needs updating.  It needs love.  And we have never done this before.

So, since we like old things - and I like old buildings especially - we are chronicling our time with the house.  We've been here a week so far.  We've spent every day scrubbing and cleaning every surface, peeling away the recent past, and reaching deeper into the house's story.  Today, in a very high cupboard in the kitchen I found shelf lining made from the Pueblo Chieftan from July 25 (our wedding anniversary), 1972.  It's a tiny thing, but it's a new discovery.  We have many, many more to go.

The House.  12 August, 2014.   (Photo: A Masinton)

Tuesday 3 September 2013

Cathedral slices - Update

Nearly there!  The cathedral bay models created as a guide to English ecclesiastic architectural history for the (very soon) forthcoming Cathedrals and Monasteries from the Centre for the Study of Christianity and Culture are just about ready.  These are something of a record for me in terms of modelling time.  They have taken six weeks from start to now.  To put this into comparison, the model of Wakefield Cathedral I created at the start of the year took almost twice as long and is, arguably, no more complex than these.
Wakefield Cathedral.  Created for an interactive touchscreen by the Centre for the Study of Christianity and Culture installed at the reopening of the nave in 2013.  (This is just the Cathedral as it stands today - I also modelled it in five periods in the past too.  Whew!)  (Image: A Masinton)
Why the huge time savings?  Many reasons.  The chief ones are that Wakefield taught me a lot about modelling Gothic detail and that I had a very good set of measured drawings and architectural details to work from in the form of antiquarian books now out of copyright and kindly made available on Internet Archive.  Chief among these are the volumes of Britton's Cathedral Antiquities, Bond's Gothic Architecture in England and the (slightly eccentric) Robert Billings' Durham Cathedral and the fabulous  Power of Form.  These deserve posts of their own.  For now, go get them yourself.  (I highly, highly recommend you download the original scan data if you want to use these for modelling.)  Like the £2 coin says (quoting Newton's backhanded swipe at Hooke, of course) - 'Standing on the shoulders of giants.'

Romanesque.  c1066-c1180.  Based on Durham Cathedral choir.  Just a bit more geometry to finish. (Image: A Masinton)
Early English Gothic.  c1180-1280.  Based on Salisbury Cathedral (with bits of Whitby).  A little more modelling needed.  (Image: A Masinton)
Decorated Gothic.  c1280 - c1350.  Based on Exeter Cathedral.  Details need to be added (fiddly bits!).  (This one is by far my favourite.  Image: A Masinton)
Perpendicular Gothic.  c1350 - c1540.  Based on Canterbury Cathedral (with a fictional fan vault - my showpiece modelling achievement for this project).  The fan vault needs the 'spandrels' filled and there are details to fix in the geometry here and there.  (Image: A Masinton)

Monday 2 September 2013

The challenge of reconstructing the past - Strangers Hall, Norwich

The challenge of creating a vision of the past which values material and historical integrity is significant.  This is well known but never well understood until an attempt is made to carry this out in practice.  The greater the integrity, the longer it takes to produce a finished vision.  The value of such an exercise is, fortunately, equally significant.

For example, attempt a vision of Strangers Hall, Norwich, in the first years of the seventeenth century as an example.  The subject matter is simply one room, the parlour, but the brief is to reconstruct it as it might have been based on all of the physical, historical and comparative evidence available.  A single image, a snapshot.

What's wrong with this picture?  Discuss.
(The Parlour, Strangers Hall, Norwich, c1600 - Image: A Masinton)
Technical challenges are legion.  There are the very basic but fundamental issues of creating geometry based on data collected in the field.  Scan data, even if it were available at the level of individual objects, is practically useless on its own.  A more conventional approach is called for, but proceeds slowly in the absence of an appropriate set of moulding profiles and rim sections.  Materials are particularly difficult.  Creating a digital version of the material properties of tin glaze Maiolica ceramics, for instance, is difficult, to say the least.  What about a material definition for wood, or pewter, or linen, or felt, or tapestry?  Add to that the issue of the interaction of the material with virtual light sources, and the technical difficulties quickly compound.  What light sources should be used?  A 'simple' exterior sun light - then at what time of day, what time of year?  Interior artificial lighting of the period?  What might these have been?  Tallow?  Wax?  Rush?  What are the photometric properties of each of these light sources and how best the model them digitally?  It is a given that a 'global illumination' rendering model should be employed because it is the most physical accurate simulation of the propagation of light through space, but which approach?  Ideally, an unbiased renderer, of course, but even here there are numerous choices - and if interior lighting is attempted, an unbiased approach may not be suitable simply because the equivalent IES data for historical light sources has never been defined.  To do so would be prohibitively time-consuming.  It is a study within its own right.  Even if daylight alone is used, what about the transmittance qualities of historical glazing?  Again, no quantitative data exists.  And, horror of horrors, what if the windows were 'glazed' with horn?  It quickly becomes evident that the benefits of an unbiased approach are limited because the fundamental data necessary to allow the resulting render solution to claim some historical accuracy simply do not exist.

However, in a way, these issues are trivial when compared to the intellectual issues of attempting to envisage a specific past.  If the project has a well-understood range of technical tolerances, then the technical challenges can be met.  Work in this area is advancing all the time, and the vast majority of scholarship in the field of visualising the past concentrates on technical issues.  This is understandable because these issues are the safest.  These are the ones it may eventually be possible to overcome.

Far more troubling are issues of interpretation.  Even where evidence is relatively rich - where an inventory exists, where items from the inventory survive, where the room remains - understanding and interpreting this evidence is fraught with problems.  Inventories have long been a chimera for archaeologists and historians.  They present a beautiful, itemised report of the contents of a house.  They tell you what items were found in what rooms, sometimes in lovely detail, particularly when it comes to painted cloths, tapestries, linens and cooking ware.  However, while they provide a room-by-room description of the house, when the house itself survives efforts to match the room names to the surviving structure are notoriously difficult.  What the creator of the inventory meant by 'little chamber' or 'parlour' is rarely certain.  Inventories also only present a catalogue of items found in these rooms - not their distribution in space.  If we know that the 'little chamber' contained two beds and three valences, where were they in that room?  Were they piled into a corner?  Were they laid out to offer the most efficient use of space?  Were they arranged to put a visitor at a social disadvantage?  Were they 'presented' to catch the eye?  Were they rumpled and worn, bearing the marks of generations of stories? And what if some of these items do survive - if we have good material evidence?  Some of these questions can begin to be answered.  But trouble remains.  How much has this been altered over time?  What has been lost into the silence of the past?  We may have a bed frame, or a painted cloth, but what don't we have?

These are issues of synthesis.  Evidence exists.  Scholarship, good scholarship, dealing with the evidence already exists - at least a collection of scholarship covering a collection of sub-issues and individual types of evidence.  To create a visualisation of the past is to attempt a synthesis of all the available evidence in light of all the available scholarship.  The resulting image is a map of all the scholarship that has gone before.  It is as much a vision of our own state of understanding as it is a vision of what the space may have looked like at a point in time.

But then, what about all those places in our synthesis where we have no evidence and where we have no scholarship?  Just how very much falls into these uncharted areas of the map becomes clear in the process of creating the image - and this is perhaps where the act of image creation is most valuable, the most dangerous and the most rewarding.  The process of imagining a space in the past is one which is concrete and systematic.  The luxury of focusing on one kind of evidence does not exist.  For the parlour at Strangers Hall, floor, walls and ceiling must exist.  But how were they covered?  And what colours?  How was the room lit and how were the objects within arranged to catch that light?  With what messages and meanings did the owners fill that space?  These are Exciting questions because they bring us closer to a conversation with the people of the past in this place.

But, they are dangerous questions, thrillingly dangerous because to attempt to answer them you cannot rely on evidence and scholarship alone.  You must use your imagination.  Even if all of the pieces of this puzzle survived - to assemble them would require imagination.  But to use the imagination, and to still claim integrity, is to open one's work to criticism.  It is an open invitation to dismantling and rejection.

And that's the point.  A visualisation should never seek to present the past.  It should invite the viewer - any viewer, to enter in and begin to engage, to pick it apart, to find the seams and cracks, and to build on these.  It is to ask the viewer to find weaknesses and to see these as signposts pointing the way forward for a deeper understanding of the past.

Wednesday 28 August 2013

Taplets!

I'm building a game!

I think it's called Taplets, but there might be some other claims to that name already (here, same folks again here, and different folks here (is that a 90s MacBook on the table?)) ... 

Why do I want to build a game?

Because making a game is really, really hard.  It's an irresistible challenge.  The more impossible, the more attractive I find it.

So, I've started with something which seems simple.  The gameplay involves pressing buttons.  The mechanic is in the timing.

Each button on screen expires in a certain amount of time.  You have to deal with the button before its time runs out, or game over.  The catch is that each button's time is determined by the player.  When you tap a button the time it took you to do so becomes the expiration time for the next button.  The remaining time is added to your 'bank' which provides a time reserve in case you miss a button before it expires.  So, if you tap a button quickly, you can bank a lot of time to use later.  But, the next button will expire very quickly.  If you wait, the next button will have a leisurely expiration time but you'll bank very little time to use later.  Miss a button entirely and time from you bank is used until you tap the button or the bank is empty.  Of course, there are different kinds of buttons that behave in different ways, and things get complex once more than one button is on screen at the same time.

That's about it.  I want to see the whole development process, start to finish, to understand just what goes into building something even as simple as this.  What really interests me is how this initial mechanic will develop, what possibilities lie hidden within it which will only become apparent once you start to play.  If I get something playable, and I've learned something along the way, I'll consider the project a success.

Judging by my progress so far, I suspect development will be slow, as I've got a few other things to occupy my time, but every now and then I dust this off and do a little more work on it.

When I get a playable demo, of course, I'll share it.

Ta Da!

Right now, I've got a button.  Let's see what it does.


Saturday 24 August 2013

Cathedrals, one slice at a time

Back in 2009 I created a series of models and animations showing a 'typical' medieval English parish church 'growing up' from the seventh century through the fifteenth century.  While this was a fun distillation of three centuries of architectural history and archaeological scholarship, as well as my own research, it was also intended as a resource for the English Parish Church Through the Centuries DVD-ROM produced by the Centre for the Study of Christianity and Culture (CnC, for short).

A 'typical' English parish church as it may have appeared in the early sixteenth century.  From The English Parish Church Through the Centuries, Centre for the Study of Christianity and Culture.  Source: A Masinton

You can see one of the final animations here.

Fastforward four years and I'm at it again, this time for the followup DVD-ROM from CnC, Cathedrals and Monasteries.  This time, it's an architectural style guide, illustrating medieval church architecture from the Conquest to the Reformation - at cathedral scale.  Rather than following one 'typical' cathedral through the centuries, the idea here is to provide an interactive field guide to individual architectural components, illustrating the key features that will allow you, the interested cathedral-goer, to put a name to 'that fiddly bit up high' and, to broadly understand how old it might be and what it's doing there in the first place.

To do this, I'm taking a leaf from Viollet-le-Duc's book and building one bay of four different cathedrals, one from each of the main periods of medieval church architecture in England, in a kind of 'cutaway'.  You'll be able to take this for a spin, select individual components for closer examination, see common variations on the theme from examples in the wild, and go in-depth with text by noted architectural historian Jon Cannon.

Over the next few weeks I'll post a series of updates to this work-in-progress (WIP) as I develop these pieces.  For now, I'll leave you with a previews of a bay of a Romanesque cathedral based on Durham, and a Decorated Gothic bay based on Exeter.  Enjoy!

Romanesque c1070-1180, based on Durham Cathedral choir (geometry complete but texturing has a ways to go).  Source: A Masinton
Decorated Gothic (c1280-1350), based on Exeter Cathedral nave (geometry nearly complete, no texturing). Source: A Masinton



Friday 17 February 2012

Brunelleschi's Experiment


In 1425 Filippo Brunelleschi invented game engines.

What he had invented, of course, was much more fundamental, much more revolutionary: linear perspective.  Game engines, and along with them the invention of virtual reality and augmented reality, were mere by-products of his work and as such they went without comment.

According to his adoring biographer, Antonio Manetti, here's how it happened...

One day in Florence in 1425 Brunelleschi assembled the good folk of the city in the Cathedral square.  He seems to have had something of the reputation of a wizard and the gathered audience must have been pleasantly mystified with what they saw.  Manetti doesn't give the exact details, but somewhere in the square before them were two objects, possibly placed on stands or easels, and probably concealed under cloths.  Brunelleschi asked for a volunteer.  A man was put forward and Brunelleschi accordingly asked him to stand behind the nearest veiled object which was then unveiled.  It was underwhelming.  It was a small rectangular panel, perhaps a painting, but, as it was facing away from the audience, it was difficult to tell what of.  Brunelleschi asked the volunteer to go close to the panel where he would find a small hole drilled in it.  He was to look through this hole into the square.  All the gentleman would have seen was the veiled object as it stood directly in the line of his sight, limited by the hole through which he was peering.

Brunelleschi gazes at the Duomo
(Photo: Jason Pier - used with permission
from Flickr: here)
Then the second object was unveiled.

Brunelleschi asked the volunteer what he saw.

'Sir,' he said, 'I see the Baptistry.'

The audience gasped in astonishment.

What the man was looking at was a mirror.  But what he was looking through was a painting of the Baptistery.  To him, when the mirror was unveiled it was as if Brunelleschi had simply plucked the veil from where it had hung in thin air opening up his view of the actual Baptistery in the square beyond.  What he was actually seeing was a reflection of Brunelleschi's painting of the Baptistery which matched the man's perspective exactly.  This matching of perspective made it real from the observer's limited point-of-view.

As underwhelming as this may sound to us, what the man saw would do nothing less than revolutionise the very way people in the West saw their world.

Previously, people were accustomed to depictions of the world around them which were stylised in terms of their visual perspective.  It is likely that this mis-match with visual reality was not much of a cause for discussion of disappointment.  Most of the time it must have gone without notice.  It was convention, and as such, was invisible in the same way the the page or screen upon which text is written is invisible to the reader.  However, once Brunelleschi demonstrated his grasp of linear perspective all other representational art must have become ... different for the good people of Florence.  It must have become different in the way the design of the iPhone3GS became ... different ... when the iPhone4 was unveiled.  The world was changed and people did not look at what was familiar which quite such familiar eyes.

Within a generation most visual art in Italy would take into account linear perspective.  Within a century this would rule art across Europe (even in England!).  The world - or the way people expected to see it - had been changed forever.

Now, about the invention of game engines, virtual reality and augmented reality.  Brunelleschi provided a model for those in that he had created a system whereby the viewer was immersed in a representation of reality rather than the reality itself.  The effect only worked because it provided a convincing experience - which is at the heart of video games and their engines today.  The foundation for virtual reality was also laid because the rules of linear perspective eventually lead to the transform matrix which allows 2d vector graphics to mimic 3d perspective in realtime on display screens.  And finally, Brunelleschi's experiment overlaid his version of reality - a possible reality - atop his observer's view of reality itself.  It the 'magic window' effect of overlaying digital content on a mobile phone's camera stream.

It has taken a while for technology to catch up with the vision presented almost six centuries ago and there is still some controversy over what Brunelleschi actually did in that square on that day, how he did it, and what he actually meant by it.

However, to close this little circle of ideas, you will find below a demo of one way in which Brunelleschi may have set up his demonstration.  It runs in a game engine and it is entirely dependent on your experience and your own point-of-view.

How will our growing expectations about the dynamic nature of imagery produced today shape the way we see our world tomorrow?


Click the image to begin.  W,A,S,D to move, I to move mirror up, K to move mirror down, T to switch sketches

Explore the piazza (there is no dome on the Duomo because it didn't exist in 1425).  Find the panel with the drawing of the Baptistery then go round back and peer through the peephole.  Raise the mirror in front slowly to see the drawing overlaid on the 'reality' of the 'actual' Baptistery in front of you.  You can toggle between the kind of pseudo-perspective common at the time and linear perspective, just to appreciate the impact of this visual change.