But this weekend I sat down with them properly and the whole thing finally came into focus for me. Hanenbow seems different from the other electroplankton, less immediate, somehow, more of a puzzle, more of a challenge. Hanenbow the difficult second electroplankton, squished in between the easy charm of Tracy and the Lovelace speedruns on Luminaria, who buzzes endlessly around an arrowed maze of the player's cruel, panicked devising. Then there's Volvoice, a regular in my house because my daughter loves to sample bits of chat and play it back at different speeds, different frequencies, blather running forwards and backwards as she prods at the Volvoice outlines.Īll these fish are yours, as Clarke almost wrote, but then there's Hanenbow. I know other people have loves too: Beatnes has always been a bit of a media star, even if its invitation to sample the familiar beats of Super Mario seems a touch too ingratiating, and jars slightly given the distinctiveness, the separation from the rest of video games, that the other electroplankton represent. It's not so much music of the spheres as music of a bunch of donuts - donuts with faces - but it's still transporting, melancholy, otherworldly. Spin these rings and they start to glow, and emit low sonorous tones. Lumiloop is another easy favourite - ghostly rubber rings, but somehow we're in church. I always let all of the Tracies go and then inevitably end up scribbling them together into a little snarl of jangling noise - a bait ball, and we're back in the oceans. Tracy is a glissando doodler, speed and precision and the tumbling together of different tracks. Take Tracy, who opens the game, a little kite-shaped delight who follows the spiked trails you lay down with the stylus, playing as she goes. Some of these creatures I loved immediately. As you moved between the scattered electroplankton and worked out what noises they might make, you were also learning what they liked to do, and how they lived. It wasn't just sound, it was sound and life. Something was happening! And yet Electroplankton already felt very different. In 2005, when the game, directed by Toshio Iwai, an interactive media and installation artist, was released in Japan, sound toys were just starting to spark and judder in browsers and Flash players. draw the remaining core background colors on top, in reverse orderįor (int i = world.Today in Music Week we're going back to 2005, to Nintendo DS, and to the experimental Electroplankton.Įven if Electroplankton wasn't about various things that live in the water, I suspect that looking down into its depths would still feel a lot like moving between different rockpools, each one its own little universe filled with unique creatures, swarming and multiplying. Sf::Vector2f(, ),ĭarkenColor(world.getThreadColor(world.maxThreads - 1)) first draw the background color of the final core index Int cellsPerCore = * / world.maxThreads Void WorldRenderer::renderBackgrounds(sf::RenderWindow & window, GameOfLife & world) Window.draw(m_vertexPoints.data(), m_vertexPoints.size(), sf::Quads) Void WorldRenderer::render(sf::RenderWindow & window, GameOfLife & game)ĪddQuad(,, lor) pushing a new object into a std::vector like vector.push_back( Behind-the-scenes mechanisms like auto-instantiation of variables (e.g.Pointers/References and to know when to use Pointers.Learn the things that C++ does that C# doesn't.How to write clean, readable, reusable C++ code.Some highlights of what I'm trying to get out of this project and this code review: I've written this project because I'm a long-time C# developer trying to learn C++, I wanted to practice writing parallel code, and to practice with a project that needs to run fast (with memory requirements being less important right now). The world wraps around the edges, so cells at the bottom-right corner will consider the cells in the top-left to be some of their neighbors. The user can draw in more "live" cells by clicking and holding the left mouse button over the game grid. The cells and background areas are color-coded to represent the boundaries where the world is being run on the different CPU threads. Right now the game runs in a fixed sized grid world and the update() function that applies the game rules splits the world up into parts based on how many cores are available on the current machine and updates the sections in parallel. I also use SFML's Vector classes for convenience. I'm using SFML 2.5.1 for a graphics library and CMake. Here is my implementation of Conway's Game of Life in C++ which takes advantage of multi-threading.
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