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As promised a year ago there are no more vvvv releases on the 24th of december.

But that does not stop any of us to release stuff on the 25th of december.
With great pleasure the first alpha preview of the new vvvv audio engine is here in the beloved vvvv-pack format. The focus of the engine was not so much DSP programming but flexible signal routing for large scale installations and VST support: vvvv.audio-pack-alpha

But that's not all, the latest addonpack contains all of bjoerns combinatorics nodes. They should give you quite some fun when working with indices.

And here is a little x-mas amateur demo video of the audio engine:

Have some nice holidays with the new toys!

And be aware, its windows only!


tonfilm, Tuesday, Dec 24th 2013 Digg | Tweet | Delicious 13 comments  

We got a present for your christmas holidays. We - the Prototyping Interfaces team, finally updated all our patches to get them up and running with the latest version of vvvv: 45beta31.2!

Get the bundle here: http://prototypinginterfaces.com/

As a reference you can still download the patch bundle for vvvv_45beta29.2, which is exactly the version we used while developing the book.

Merry X-Mas
Jan, Roman, Jochen, Mark, Markus

roman_g, Monday, Dec 23rd 2013 Digg | Tweet | Delicious 0 comments  

It is with great pleasure that today after a year of tough negotiations we can finally announce a winner in the bidding for a license to monetize the Quad. We congratulate the TinkerSoup - Berlin Based Electronic Kitchen online store who beat competitors like the itunes-store, google-play and the amazon-marketplace for reasons undisclosed.

Tinkersoup - Berlin Based Electronic Kitchen

Your future (if not already) favorite for all things IO

So just-in-time for this consumerist time of the year we announce the immediate availabilty of all the Quads in the series. The quads offer an ultimate universal unibody user experience. They are massively multitouch and only your imagination is the limit of their applications. Manufactured from pure concrete with a grain size of 1mm max and doubly reinforced for extra strengh they are also totally vegan. The Quad comes in four flavours NANO, MINI, CLASSIC and MEGA. Insert coin after the click:

Also incidentally this announcement comes not randomly but exactly one year after the Quads initial materialization that was 10 days before the 10th anniversary of vvvv which was celebrated with a befitting festivity at the Letters Are My Friends - Typographic Concept Store which by the press was dubbed "no ordinary party". Well,... it brought together all the international vvvv jetset, they served alcohol and look, they even sent a tv-crew:

joreg, Sunday, Dec 15th 2013 Digg | Tweet | Delicious 1 comments  

There's been another update to the mouse and keyboard nodes before but that turned out to still cause troubles:

  • key presses could still be missed (think: typing too fast on typewriter)
  • global keyboard didn't work properly with all applications
  • mousewheel didn't work globally
  • no nodes to deal with touch devices (2013! hellooo!)

Now there've been notable contributions to work around some of those issues, like windowstouch, global-keyhook and directinput-(devices) but those being really basic things we thought we'd give it another shot.

So here is what you get:

  • Keyboard and Mouse nodes in variants: Desktop (was: Global) and Windows
  • where Keyboard and Mouse (Desktop) are spreadable (ie. understanding multiple keyboards/mice attached. quite nerdy, what you think?)
  • a new Touch (Devices Window) node
  • all those nodes come with a Queue Mode to distinguish Enqueue (don't miss anything) and Discard (just take the latest) modes
  • KeyStates, MouseStates and TouchStates split-nodes (for comfortable use in subpatches)
  • KeyEvents, MouseEvents and TouchEvents split-nodes (allowing for advanced ... stuff)
  • join-nodes for some of them

like so:

Device type Source nodes Sink nodes
Keyboard Keyboard (Devices Window)
Keyboard (Devices Desktop)
KeyEvents (Keyboard Join)
KeyEvents (Keyboard Split)
KeyStates (Keyboard Split)
Mouse Mouse (Devices Window)
Mouse (Devices Desktop)
MouseEvents (Mouse Join)
MouseStates (Mouse Join)
MouseEvents (Mouse Split)
MouseStates (Mouse Split)
Touch Touch (Devices) TouchEvents (Touch Split)
TouchStates (Touch Split)
As you can see from the table not all possible combinations have been implemented. We concentrated on those which we felt had a good use case.

For the plugin-developer:

  • Plugins that are using the (now) legacy "KeyboardState" and "MouseState" datatype don't need to be modified - vvvv is gracefully taking care of this with an auto-wrapper.
  • The new "Device" datatype merely is a wrapper around a push based sequence of Device notifications. See KeyboardNodes.cs for an example of how to use it in your new developments.

all available now for testing with the latest alpha builds

Elias, Tuesday, Dec 10th 2013 Digg | Tweet | Delicious 13 comments  

Due to our recent build server change, we accidentally broke the fetch-binaries script, which gets called by various post merge/checkout hooks installed by the init script and so in turn we managed to break the whole checkout/pull procedure :/

Sorry for that.

We decided to get rid of all these post merge/checkout hooks entirely and let the user decide when to invoke the fetch-binaries script for the following reasons:
The init script was used in the past to install post merge/checkout hooks to your local .git folder. These hooks did stuff like updating symbolic links or downloading a matching vvvv.exe from our build server. We got rid of the symbolic links about a year ago and the automatic download of a new vvvv.exe everytime you switched a branch started to get cumbersome.

Now in order to get everything running again you'll first need to delete those broken post merge/checkout hooks installed in your local .git folder.
Navigate to vvvv-sdk\.git\hooks and delete all non-sample files like this:

You can now do the usual

 git pull upstream develop

And after ensuring that powershell 3.0 is installed (installed by default on windows 8) you can fetch a matching vvvv.exe (32 bit) with


Or in case for a 64 bit version do a

 scripts/fetch-binaries x64

We've also updated the vvvv sdk page to reflect these latest changes.

Elias, Monday, Dec 9th 2013 Digg | Tweet | Delicious 3 comments  

Who joreg
When Thu, Dec 19th 2013 - 10:30 until Thu, Dec 19th 2013 - 18:00
Where Habegger AG, Riedthofstrasse 124, Regensdorf, Switzerland

Habegger AcademyDays 2013

As in the last two years i'll be hosting a vvvv workshop during the Habegger AcademyDays in december.

Have a look at their workshop program. They have 4 full days of workshops on a range of topics covering design, management and technical stuff.

The vvvv workshop will not be for total noobs. I will assume you have already gone through the tutorials and we'll touch more advanced topics such as shader-/plugin programming and multiscreen/boygrouping applications. Hope to see some of you there.

Ah and most likely the course will be held in german..Hier gehts zur Anmeldung.

joreg, Saturday, Dec 7th 2013 Digg | Tweet | Delicious 0 comments  

Who Abduct
When Mon, Dec 9th 2013 - 09:02 until Fri, Dec 13th 2013 - 12:00
Where G12 Hub Gallery, Karadordeva 59, g12hub.com, Belgrade, Serbia

Free VVVVorkshop In Belgrade Serbia!

From 9 to 13 of December 2013
9:00 to 12:00
Karadordeva 59


WorkShop Content
Day1.- Installation And Configuration.
Day2.- IO Box & Spreads.
Day3.- Vjing, Mapping Techniques.
Day4.-Interactive Graphics.
Day5.-MidiControllers , Kinect Interaction.

Abduct, Wednesday, Dec 4th 2013 Digg | Tweet | Delicious 1 comments  
»Prototyping Interfaces« X-Mas Contest

Just in time for the holiday season: The »Prototyping Interfaces« X-Mas Contest! We have two copies of the book to give away, so we challenge you to show us why you should get one of them.

If you want to win, here is what you have to do: Comment on the contest post on facebook with a 1280x720 image/video that shows your typographic take on the title of our book »Prototyping Interfaces«. Everything goes - use whatever tool you want. Draw it, sketch it, code it, make a photo, do whatever you like and show us what your idea of prototyping looks like.

The deadline for submissions is December 8th. The winners will be announced on December 15th.


Have fun and let us know if you have any questions.

jancouver, Monday, Dec 2nd 2013 Digg | Tweet | Delicious 1 comments  

Latest build for DirectX11 and beta31.2

Quite some new changes for this one.

Update 4th, December

One small nasty bug decided to stay hidden until after deploy, so I updated the build,please download latest version again (replaced downloads), sorry for any inconvenience ;)
So latest release has those extra bits:

  • Cube/Texture Array renderer were not working anymore
  • On the way device does proper clean at the end of each frame (normally harmless, but debug runtime spam at times).
  • Integrated small shared texture fix from (user:sebl)
  • Metaballs were missing topology (Nvidia seems to not care and handle it, ATI just crashes).
  • Added new FileTexture (2d.Pooled), please check it it's nice ;)

Bug Fixes

  • Text had a hue Issue
  • Sampler State had overflow issue in 64 bits build
  • Preview was not resetting stages prior to render, which could cause a black screen.
  • Render Slices on Depth were not set properly on CubeMap/TextureArray renderers.
  • Topology node was creating issue if enum was set to undefined, now in this case it doesn't convolute geometry.

Changed/New Nodes

  • Readback has reasonably fast reader for standard types (vectors/matrix...), instead of using generic version.
  • Billboard has a Double value toggle, to use full screen space with a quad of 1.
  • New node to join subsets (by ( (user:velcrome) )
  • Quad had some renaming (by ( (user:joreg) )
  • Many help fix and some new TextureFX, by ( (user:unc) ) check Pillow,Threshold,TriColor
  • Metaballs (DX11.Geometry) Simple port over the previous one.

New Samples

  • Pipet has been changed to show usage of new native type readbacks.
  • Line batch geometry shader example (see screenshot above).
  • Domain Deform tessellation example.
  • DispatchThreadID compute shader examples

Download Latest version here : directx11-nodes-alpha


Please note that for now most work is to replace SlimDX by SharpDX, so next release (planned for end december/mid january) will have a couple of changes (which should not affect the patcher).

That also means access to DirectX11.2 (win8.1 only).

On the move quite a few core bits are changed/improved but, more announcements while progressing ;)

vux, Monday, Dec 2nd 2013 Digg | Tweet | Delicious 18 comments  

hello, my name is Minoru Ito(mino).

I would like to announce hold a competition of cover art & illustrations for new vvvv book!

Now I'm writing the book in Japanese. I have already asked cooperation to several persons.
Then, we need several graphics published in a book.

Please refer to this forum thread and upload your works/images/pictures or send e-mail to me.
we (me, editor, designer) will choose 1 for cover art and 5-7 for illustration in the book.

if you have any question, please comment here.
we are looking forward to see your works!


mino, Monday, Dec 2nd 2013 Digg | Tweet | Delicious 1 comments  

anonymous user login


~4h ago

Noir: tnx devvvvs

~4h ago

joreg: out now vvvv45beta33 #vvvv 45beta33 #omg

~1d ago

ivan.rastr: junior developer full-time opportunity in Saint-Petersburg. please contact

~2d ago

~2d ago

joreg: @barman74: define "doesn't work"

~2d ago

barman74: NOW i HAVE ALL GREEN BUT WHEN I TRY TO RUN vvv.exe or run start with demo bat ... doesn't work

~2d ago

StiX: hey guys i am in Berlin doing job on IFA, let me know if somebody wants to meet for some vvvv talk :3, i am here until the end of ifa

~2d ago

joreg: barman74: make sure you have \lib\thirdparty\x..\AddFlow5.ocx there. just in case..re-download, re-unzip (using 7-zip)

~3d ago

barman74: 5 of 6 are green I have problem to turn the last one to green (add flow acitvexcomponent)any advises ??