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Archive for October, 2007

stevenbulhoes

Facebook in 3D with Processing

Here is the Facebook application I did with Processing.
It’s only version 0.5 so it’s not completely finished yet.

Here’s how it works. It loads my friends, my pictures and my groups in a 3D environment. User can navigate through the cloud of information either by using the mouse/keyboard or by using a Joystick Rumble Pad.

Once the friends and the pictures are loaded, lines are drawn…

Author: stevenbulhoes
Keywords: facebook 3d processing processing.org cloud information interactive display application pictures links visualization
Added: October 31, 2007

Peter Kirn

Apple Chose iCal Over Java? (And Why it Could Be Good News for Processing)

Create Digital Music got an interesting comment about allegedly, what really happened to Java in Leopard. Short version: nearly all of the development team is gone; the one Java 6 person left and many others were moved to, of all things, iCal. Java 5 is likely to be all you get on Leopard, and still without improvements to JavaSound or QuickTime for Java, which have left sound and video support pretty weak. (QuickTime for Java is an even worse choice on Windows, though at least on Windows and Linux JavaSound runs better.)

Caution: this could be no more than a rumor. There seems to still be a Java development team at Apple, so at the very least, it sounds exaggerated. However, it’s also clear that Apple’s commitment to developing Java on the Mac is tenuous to say the least.

For Processing fans, though, there’s various good news. First, Apple has updated Java 5, the version of Java targeted by Processing currently. Secondly, while JavaSound still lags behind major quality improvements made on Mac and Linux, if Apple really is abandoning Java on the Mac, it could mean the finger pointing is over and finally Sun could develop Java on the Mac platform, bringing all three desktop OSes in sync (sorry, Solaris, that’s Linux, Mac, and Windows for nearly all of us). Another interesting tidbit: JavaFX, if Sun is to be believed, could be more than a scripting language, it could provide better multimedia support long lacking in Java. I imagine that could be incorporated into Processing. See the CDM story for more details — taking them with a grain of salt, as none of this has been officially confirmed.

Rumor: Mac Java’s Demise is Real, and Why That Could Be Good News for Multimedia , , , , , , , , , ,


© Peter Kirn for Create Digital Motion, 2007. |
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Vimeo / Videos tagged processing

ShadowBox Flythru


ShadowBox Flythru

flying camera test, processing/povray

Cast: davebollinger

Vimeo / Videos tagged processing

escaladegrises 2°


escaladegrises 2°

random 2° de gris entre fondo y cuadros

Cast: Diegorafael

Vimeo / Videos tagged processing

Negrosobrecafé(blakonbrown)

Vimeo / Videos tagged processing

Bluegrid


Bluegrid

Aplicación de la librería Makemovie y el pixelate video en processing.

Cast: Diegorafael

Vimeo / Videos tagged processing

Bluegrid


Bluegrid

Combianción de la librería Moviemaker con el ejemplo pixelate de Hernando Barragán en procesiing

Cast: Diegorafael

Vimeo / Videos tagged processing

WaveLines


WaveLines

A sketch i did last summer in Creta.

Cast: memalloc

Mikkel

Ribbons and keyframes

The ‘Ribbons in Space‘ code-piece have now been through several iterations, while toxi’s vector-library for processing was very useful for testing the concept it turned out to be quite a headache to implement keyframe-style animation in processing (since that required writing an editor from scratch). So, I’ve migrated into my new realtime 3D graphics tool of choice: Unity3D (version 2.0 has just recently been released).

The algorithms and scripted logic has taken a while to translate from the toxi-library but now that it’s done the capabilities of the Unity-editor works like true magic.

keyframes.jpg

This is a screenshot from the process - it shows 3 sets of keyframes. I’ll hold on the ribbons-renderings until the project has gone live.

Digital Tools

John Package by Jazzuo

Game Designer Jazzuo makes lofi games. They are more close to art than to anything else. His approach is low-designed, but upfront in attitude and I bet he will has a great future as a game designer or something in between. He uses the Game Maker software to get his stuff done. The game works are somehow cool, but even more attractive are the videos from his character “John Package”.

First movie

Jazzuo made an own doll in Game Maker he calls John Package. He controls John using mouse and keyboard, while speaking into the microphone. Because he didn’t had registered fraps (that making videos software) he limits the videos to 30 seconds, but nevertheless the quality is good, the videos are crazy and funny and I somehow really like them. And if you listen carefully, you will also hear the sound of the spacebar (or keys), that are moving the mouth open and close. Using the constraints in a clever way to get things done and to state the idea over perfection. Thumbs up for Jazzuo. (I hope he some day cleans up his website a little bit.)

Card Trick

marius watz

OpenGL anti-aliasing in Processing 0133

The new Processing 0133 includes a fix for forcing OpenGL anti-aliasing, making my anti-aliasing hack obsolete . Forced anti-aliasing is implemented via the hint() / unhint() function.

From the release notes:

Added support for full-screen anti-aliasing with OpenGL. This is enabled via the hint() mechanism because it has several tradeoffs and its behavior across video cards varies. Use the options hint(ENABLE_OPENGL_2X_SMOOTH) or hint(ENABLE_OPENGL_4X_SMOOTH) immediately after the size() command to get lovely smooth results. Read the caveats in the documentation for hint().

0133 also contains a bunch of bug fixes, among them a fix for the annoying behavior on Windows where Processing would create a 100×100 pixel window regardless of what was specified with size().

Vimeo / Videos tagged processing

full moon


full moon

full moon
by albagcorral http://www.albagcorral.com
audio: Arbol http://www.myspace.com/arbolmmarin

built with processing

Cast: albagcorral

Mark Chadwick

Quantity over Quality. Works every time.

I was a taken a little off guard by the reception to P5Sunflow. I expected a couple people to poke at it, maybe like the concept, and grab it a month down the road when things actually worked.

Anyway, thanks to everyone who’s not only been breaking the code, but sending over stack traces an so-forth. I thought I’d reciprocate the motion, and yap about the state of the library as it exists on my laptop, and where it’ll be the next time I make a release.

First, it’s gone through a pretty serious refactoring. I hate when little projects get class-happy in Java, but this code has taken a step in that direction. I never though I’d say it, but the code was screaming for some abstract classes. A nice side effect of this is the ability to easily implement dumping scene files. That code’s about 90% done — I just need to go over Sunflow’s scene file “spec” one more time to make sure I put all the switches in there.

With a little bit (okay, a lot) of help from the guys on the Sunflow board, lines should now be:

  • Working
  • Looking Pretty Good
  • Not taking forever to render

BTW 1: The angles in the “curve” are set through Processing’s bezierDetail().
BTW 2: The breaks in the lines are because my AA samples are low, and the lines are super-skinny. Hey. It’s a test file. Quit complaining and get a job, asshole.

Those folks at the Sunflow board are both super-nice and super-intelligent. If you’re trying to do something really sneaky in regards to rendering, you might want to browse around that forum. For reference, you can get directly to their SunflowAPI object at ((SunflowAPI)g).sunflow.

Sunflow in SVN at the moment is insane. In a good way. I’ve been watching the the commits roll in, and sneaking some of the more awesome looking stuff into my code base. The most awesome of which is motion blur. I’m still not quite sure how to expose that feature, though. It kind of needs to be done in a very non-Processing type way. When P5Sunflow gets some triangle, for example, it needs to know where that triangle was in the previous frame. You can write some “Interesting Code” to track object IDs from the VM, but that’s already bitten me in the ass once when garbage collection kicks in.

I feel like this is getting long, so I’ll wrap it up. Bugs are boring, so I won’t list fixes. You can trust it’s done if you’ve emailed me.

Done

  • Clean code
  • Scene file dumping
  • Lines
  • Undocumented awesome Sunflow stuff so my images can look better than yours

Going to get done

  • Finish up lighting code/documentation
  • Live preview PROCEED TO LAZYWEB
  • Probably write a custom shader that can better handle the combination of crap you can set from Processing. Show of hands, who uses the shininess() method? Well. Now the secret’s out.
  • Points

Probably not in the next release

  • Custom shaders defined in your code
  • UV surfaces

Cool.

As a quick aside, has anyone screwed with openFrameworks? Making little sketches seems to work pretty well, but I’m a little bit terrified of what a big project looks like. It also doesn’t really seem to lend itself to the word “sketch” as well, either. I’m not entirely sure what problem they’re solving, but I like it.

marius watz

Library: unlekkerLib-0002

I just posted a quick update to unlekkerLib. It seems the first version I posted used Java 5 because I hadn’t configured Eclipse correctly. This version is compiled for 1.4. I have tested it with Processing 0125, but please give me feedback if it gives you trouble.

I added two new functions to the library, nothing big but could be useful for some people:

[071028] unlekkerLib-0002 features:
  • unlekker.data.POVRay: Primitive POV-Ray triangle geometry export.
  • unlekker.data.FeedReader: Feed reading utility class (requires installing extra JARs)

To use the feed classes simply use the code from this previous post, minus the class definitions.