bringing it back + sketch evolution

The major change to the concept is that blob detection is out.
To cut a long story short, it was becoming a massive production… with the need to find infrared lights etc. The best thing that could have happened is to cut down on the hardware, and try to focus more on the interaction and relationship of the player and the mapping of the fight.
…A the command decision was made to cut losses and create the sketch from the center of the space…
The next thing to add to my prototype is a GUI so that I will be clearly be able to test how to manipulate the variables within the sketch.

Sketch Progress:
1. Using the combination of the perlin noise and drawing tool – with the idea of blob detection and events navigating the vectors around the space

2. reducing the stroke weight and adding a fade to the lines being drawn – as well as starting the sketch from the center of the space

3. the accumulation of the fine lines/ cracks in the space – forming what seems to be a structure of sorts from the build up of cracks… like a black hole, creating a singularity, where the density is continually being added.

4. the density has been more evenly spread out, and there is more control over the vector lines. The amount they diverge and “kink” from their initial trajectory is now an adjustable variable.


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