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Viewing STLs in Unreal

stlUnrealI recently made a small demo that reads an STL file from the always awesome thingiverse and creates a model in Unreal. Note that it reads the file directly from Thingiverse, not from the local drive.

At present, it’s only working with simple models- more R&D will be required to get it working with more complex models.

The model in the screenshot is the awesome “Low Poly Fox” by Thingiverse user slavikk.

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Puzzle Keepers of Palau #1

My nephew recently turned 5, and as it’s his first “big” birthday, I wanted to do something special for him. So, I created a secret society dedicated to ferreting out hidden knowledge, and invited him to join.

My longtime friend and business partner, Blair Erickson was kind enough to help me with the creative, and suggested that the society be set in the Pacific Ocean. And so, the “Puzzle Keepers of Palau” was born.
Read more…

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This was a little, one-night experimental project that grew out of poking around with the excellent Flash Devekop IDE. The result was a proto-game where a bunch of little doods wander around the screen. I added a couple of rules that, while not really making it a game, do make for a fun little system to poke at, namely:

  • If a given dood happens to find himself close to the mouse pointer, he will stay near it
  • If the mouse moves too quickly, the doods will lose it and disperse
  • If the user clicks, all of the doods under the mouse will be frozen (stop moving) for a period of time. Frozen doods are blue
  • The more doods that get frozen, the longer the duration of the freeze

All in all, it means that there’s a kind of proto-game to be had in moving the mouse around the screen slowly to gather doods and then clicking to freeze them in place. Definitely not a game, but kinda fun to play with.

To play with it yourself, head here. Also note that the graphic for the dood came from the always-awesome Open Game Art site.

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New Site

After two years of updating my website sporadically if at all, I’ve finally moved over to a wordpress-driven blog. I’ll be moving content from over here over the next few days.


UCI ICS/ACE video shoot

UCI promo vidWow three TLA (three-letter acryonyms), all at once. A few weeks ago, a film crew came through the ACE (Arts, Computation, Engineering) department area as part of a promo shoot for the school of ICS (Information and Computer Science) here at UCI (Univeristy of California, Irvine). They had me say a few canned phrases, and then interviewd me about the ACE program, which ended up in the video.
They shot myself and Garnet Hertz (in the background working on his cokroach-controlled robot) in the ACE fabrication shop for that authentic blue-collar this-is-where-we-build-things feel, hence the image at left.

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The Construction of Living Robots revealed

the construction of living robotsBack when I was working out of the Studio for Creative Inquiry at Carnegie Mellon University, I came across a pamplet published in 1952 by one Edmund C. Berkley entitled “The Construction of Living Robots” where it was put forth that…

It would seem reasonable to expect that before a dozen more years go by, automatic machines (i.e., robots) that possess the essential properties of life will be “in existence” — or should we say “alive”? Certainly much more than half the distance to the construction of living robots has been traveled

I scanned in all the pages (it’s a fairly short document), and I recently found the scans and their web-ready versions in an old CD, so I put it up here for anyone who’s interested. Click on the pages to advance them.


Larry Beau

Lately I’ve been really busy rehearsing for the Larry Beau show, a performance of the music of Declan Burke. Declan’s joined by Cindy Weyuker on vocals and piano, Jason Webster on guitar and vocals, and myself on electronic saxaphone and vocals. We’re playing the Xenodrome here in San Francisco this Friday (July 16th), and the Baggot Inn in New York next Thursday.
In addition to the flyer at left, I’ve also made a little program to interactively cycle through still images to provide a backdrop for the action of the show- one of these days I’ll get around to posting it somewhere.

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Infinicity: Installation

So us here at ACE have a show at the Beale center for Art and Technology, opening on June 3rd (Thursday). As such, I’ve spent most of yesterday and today setting up the physical incarnation of the Infinicity project.


Infinicity: Interface, splash screen

As mentioned below, I bought a metal Dance Dance Revolution pad for the navigation interface for the Infinicity:

I’ve got the pad controlling motion through the suburb demo. Stepping forward moves the viewpoint forward, stepping back produces backwards motion, and stepping to either side causes the camera to turn in that direction.

I’ve also added a splash screen- it alternates through three shots from the various pieces of the app (to be updated as the visuals improve) until a coin is inserted. Once a coin is inserted, the user is free to move around the space via the DDR pad. The time a quarter buys isn’t strictly limited, but if there is no motion on the part of the user for a set period, the app reverts to the splash screen until another quarter is inserted.

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Infinicity: Buildings!

I’ve got buildings-aplenty, being rendered via a recursive algorithm. Other than that, there’s been progress made on the interface front. I’ve got it responding to a coin interface I built awhile ago (pictures to come soon), and I have the navigation being controlled via a gamepad. In it’s final form, navigation will be driven by stepping on a metal Dance-Dance Revolution pad. I just received the pad on Saturday, but need to modify the code a bit, as the pad registers as X/Y axises rather than button presses.

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