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As you might know, enums in vvvv got our attention several times in the past. But still, we found something to improve.

There's been the NULL (Enumerations) node, that we now decided to drop.
Often when using Ord2Enum, String2Enum, Enum2Ord or Enum2String you additionally needed this node to specify which enum you actually want to work with.

Now, Ord2Enum, String2Enum, Enum2Ord, and Enum2String come with a configuration pin that lets you specify the enum. So no need for NULL anymore.

The mentioned nodes got legacy. Old patches will be converted in a way that they still use these legacy versions. (NULL (Enumerations Legacy), Enum2Ord (Enumerations Legacy)...)

If you want to update your patches, so that they work with the new versions

  • delete the null node
  • double click on the legacy Ord2Enum (..) node and select the new node in the node browser
  • select the right enum (using the inspector). Yes, the list wasn't sorted alphabetically in earlier versions. Sorry for that!

The patches should get cleaner in the end, which should make them easier to understand.
The system has less to infer over links (less magic = less unwanted side effects). It just takes the enum specified.

Side note:

As the enum encoding changed (in vvvv50beta35.7) and now works with strings, you now are allowed to connect a source of one enum to a sink of another enum:


There just might be cases where this makes sense.

It's a bit unfortunate, but we had to keep the old nodes still active. There are cases where the enum in question is not available via the global enum list. E.g. a shader has this technique pin that can differ from shader to shader and sometimes even between instances of one and the same shader. So these enums need to be "pushed" towards the connected Ord2Enum node. So you still need the old nodes.

The old ones keep their names.
The new nodes now are named Enum2Ord (Enumerations Explicit), ...
Null (Enumerations) is legacy.

Please excuse the confusion.

gregsn, Friday, Jan 26th 2018 Digg | Tweet | Delicious 1 comments  

Who David Gann
When Sat, Mar 10th 2018 - 14:00 until Sat, Mar 10th 2018 - 17:30
Where LOFFT Verein zur Förderung des Leipziger OFF-Theaters e.V., Lindenauer Markt 21 , 04177, Leipzig, Germany

ATLAS @ Deep Space Ars Electronica

Dem Körper angepasste Interfaces ermöglichen es Tänzer*innen und Performer*innen, direkt mit Sound und Computergrafik zu interagieren. Die Körperbewegung wird dadurch zum Ausdrucksvektor für audio-visuelle Kompositionen, basierend auf Chaos und Noise.

  • - English below --

Der Workshop vermittelt eine Basis, Tanz und Performance mit interaktiver Kunst und Medienkunst zu verbinden. Die Teilnehmenden nähern sich Methoden an, mit denen Körperbewegungen digital erkennbar werden und setzen diese Bewegungsdaten in Echtzeit für die Erzeugung audiovisueller Elemente ein. Dabei wird primär die visuelle Programmiersprache VVVV gezeigt, welche besonders gut für den flexiblen Einsatz auf der Bühne geeignet ist (auch für Anfänger). Es wird speziell auf die Themen Chaos und Noise in der Computergrafik und im Sound Design eingegangen mit dem Ziel, Wege zu finden, durch Bewegungen komplexe und eindrucksvolle Bilder und Klänge zu erzeugen.

David Gann studierte Biologie und Interface Art und arbeitet als Künstler, Entwickler und Designer im Bereich interaktive audio-visuelle Medien, Computergrafik und Sound Art.

English Description
Wearable DIY interfaces enable dancers and performers to directly connect to real-time generated audio and computer graphics. The body movement becomes an expression vector for generating audio-visual productions based on chaos and noise. The participants approach methods of digitally capturing body movements and use the data gathered to create audio-visual elements in real-time. The primary focus is on the coding language VVVV, which is especially applicable for the flexible use on stage (even for beginners).

David Gann studied biology and interface art and is working as a artist, developer and designer in the field of interactive audio-visual media, computer graphics and sound art.

Wearable Motion Controllers
FBM Noise

HINWEIS: Die Workshopgebühr beinhaltet ein Ticket für einen Vorstellungsbesuch von CABOOM vom 09. bis 11. März 2018.

Anmeldung unter: workshop@lofft.de


KONZEPT+DURCHFÜHRUNG+FOTO David Gann. Ein Workshop von David Gann/ooo.graphics in Kooperation mit LOFFT – Das Theater. Gefördert von der Stadt Leipzig, Kulturamt. Diese Maßnahme wird mitfinanziert durch Steuermittel auf der Grundlage des von den Abgeordneten des Sächsischen Landtags beschlossenen Haushaltes.

tekcor, Thursday, Jan 25th 2018 Digg | Tweet | Delicious 0 comments  
VVVV Workshops by Creative Coding Cairo

Hello from Cairo !
I am happy to announce that i had the first introductory workshop in Cairo - Egypt at Creative Coding Cairo .
This workshop was after i attended The VVVV Academy course last summer in Berlin . It was a great chance to share back here with Artists , Designers , Programmers and the CC Community in Cairo what they can do with VVVV in a 3 days workshop . I am Preparing now for another Workshop to come soon for more and more people to practice the basics .

I started Creative Coding Cairo to build a community for creative coders in Egypt as a one space for Artists , Designers , Coders and Makers to meet and share knowledge .

You can check out more about our monthly activities from the link below :

check also more about our Fablab Egypt . Our main host and supporter to run our activities .


Excited to share back soon more stuff with VVVV from the community around here !

mohamed hossam, Monday, Jan 22nd 2018 Digg | Tweet | Delicious 2 comments  

what goes up...

thanks evvvveryone for tuning in again to this years numbertalk where we talk about the numbers you left with vvvv in 2017. what the numbers? well, in case you're new to this and if you have a minute i'd like to recommend you take a look back at the 2016 numbers before reading on.


everytime you hit on vvvv.org you leave an invisible trace that shows us where you're coming from. and last year, i have to say, you really changed:

2012 2013 2014 2015 2016 2017
germany (+) 16.99% germany (+) 17.02% germany (-) 13.81% germany (+) 13.85% germany (-) 12.35% germany (+) 13.94%
usa (-) 10.72% usa (-) 9.87% usa (+) 10.74% usa (+) 10.90% usa (+) 11.76% usa (-) 9.81%
uk (-) 6.31% russia (+) 5.78% russia (+) 7.39% china (+) 5.44% japan (+) 4.85% india(+) 5.94%
russia (+) 4.98% uk (-) 5.64% uk (-) 5.37% russia (-) 4.77% russia (-) 4.67% china(+) 5.15%
italy (+) 4.97% france (+) 4.93% japan (+) 4.85% japan (-) 4.76% uk (=) 4.51% japan(-) 4.25%
france (-) 4.92% italy (-) 4.56% france (-) 4.12% uk (-) 4.51% china (-) 4.26% uk(-) 4.18%

my best guess about what we see here is you've all been on a sabbatical in india to relax a bit but then still couldn't help it and checked the forum every five minutes for whats going on. fair enough.. already in 2016 india was going up 12% compared to the year before and now it got another 40% boost landing it on spot 3 tightly followed by china who got a 21% boost this past year. are we conquering new markets there without knowing it? on the other hand rather sad to see russia dropping out of the ranks for the first time...что случилось?

despite the big shift in accessing countries it seems the number of unique visitors is relatively stable the past three years:

2010 2011 2012 2013 2014 2015 2016* 2017
244.010 313.075 335.056 350.650 408.173 448.556 457.541 447.605

* includes hacker-news incident'

this is also confirmed by the number of daily forum posts as you can see below which even received quite a visible bump at the end of 2016 when we installed the new forum:

number of daily forum posts from jannuary 2016 to december 2017


2010 2011 2012 2013* 2014* 2015* 2016* 2017*
releases 4 3 5 5 5 4 1 4
core 45.700 32.100 36.000 45.000 42.500 38.000 29.300 32.600
addons 10.700 14.400 18.800 29.000 28.500 25.200 19.400 21.400

* x86 and x64 combined

significantly more releases but not significantly more downloads than in the year before...whats going on here? lets have a look at the


oha...this is setting us back to figures of 2013. ahm, lets have a closer look at the numbers that tell us how many different countries and companies licenses have been bought from:

2011 2012 2013 2014 2015 2016 2017
countries 19 18 17 17 21 19 22
companies 52 61 69 81 102 90 80

huh...so while obviously vvvv is slowly spreading over the whole world as you can see by the sharp rise in the number of countries, i'm afraid i find it really hard to argue an increase in the number of individual customers over the past three years. how are politicians doing this?

so where exactly are we loosing it? let's have a look at the number of licenses sold per country. germany and uk: booh. but then who would have thought? is america really great again? and what is going on in the state of denmark?

2012 2013 2014 2015 2016 2017
germany 65% germany 55% germany 48% germany 55% germany 68% germany 63%
uk 10% uk 25% uk 14% uk 15% uk 13.6% uk 11%
switzerland 8% austria 3% switzerland 6% switzerland 6% russia 5.3% us 6.5%
russia 5% japan 2.8% japan 5.6% us 3.52% austria 3.8% switzerland 4.6%
austria 3% russia 2.5% aut, aus, usa 4.22% austria 3.22% switzerland 1.5% russia 2.6%
spain 2% france 2.5% russia, norway, czech 2.8% russia 2.93% France 1.6% denmark 2%

so..where were we? ah..numbers?! all pointing down, bohoo...but really, all of them? well there is at least one i know of that has been going up continuously since vvvvs inception. i'm afraid i don't have a graph for it, so you'll have to trust me on this one: it is our spirits.

motivational picture: commits on the vvvv source code repository

we're sitting here, day in, day out and have the privilege to invent the future of programming for you. and the sheer amout of work we put into this uncertain endeavor over the past years is finally starting to pay off. not financially (see above) but...functionally. we're using vl on a daily basis with a joy that only compares to the very early years of vvvv. after which we found all it's problems and started to tinker about how a new system would look and feel like that doesn't have all of vvvvs limitations. and it is here now. at your finger-tips. embedded into your favorite multipurpose toolkit, making it an unrivvvvaled tool (citation needed!) at your disposal. today.

switch to an alternate universe where for the past ~five years we struggled with the horrors of cross-compiling vvvv to mac and linux and started implementing a new render engine in opengl only to learn of that new thing called vulkan halfway through, where we are still fighting with random crashes due to quantum threading effects with our attempt to multi-thread the existing vvvv core and where that dump guy is still POTUS...
i don't get a clear reception of our spirits and the license-numbers from over there but what i do see is a rather conservative visual programming environment with more problems at hand but not standing out so much compared to similar products.

... say what? enough with the sermon, where is the bling!? ok. so at the same time that others set the industry standards in realtime 3d rendering, we chose to work on the standards for visual programming: object-oriented, multi-threaded, with one-click library import, generics, delegates, interfaces and so much more.

and now, obviously, we have to do the ketchup with the rest of the best. 2d- and 3d-rendering and asset management, audio-video playback, computer-vision, 2d- and 3d-physics, editing and ui-framework, timeliner, automata,... are still missing. so you see we're not going to get bored anytime soon. but since most of the hard parts are now done, we're really looking forward to those!

what an exciting cliffhanger concluding the season of 2017...make sure not to miss any episodes in the coming season, you can subscribe here.

we wish an exceptionally great 2018 to all of you who've been with us over the years, to those who are new and even to those who didn't buy a license last year, you'll come to reason...


joreg, Monday, Jan 22nd 2018 Digg | Tweet | Delicious 2 comments  

previously on vvvv: vvvvhat happened in November 2017

happy new patcherpeople,


in case you haven't noticed, 2017 has passed without the release of beta36. booohh..i know, this wasn't our intention but you know, good things... and on the other hand you can say it is practically already there: please check our beta36 release candidate and report your final findings!

among the new features in vl is a way to pause and step through frames as you can learn in: One Frame at a Time. find out about the many more changes in possibly the longest changelog evvvver.

and if you didn't dare yet to touch vl, here is a soft way to get started: lean back and watch this series of videos to understand that using the basics of vl is quite similar to using vvvv, only that once you get there, it has so much more potential...

...still two more to come to cover only the absolute basics and get you up to speed. yes still no rendering of any sorts, but we're working on that...

regarding the promised major new feature of using .NET libraries, here is a quick example of using the bulletsharp physics library in vl without the need to write a single line of code: Doing Bullet3d with vl

vvvv Academy

starting now, follow @vvvvAcademy


Some new stuff:

and two updates:


colorsound experiments with lasers and vl


A single disguised teaser this time: spreaded-html or what is this? forest-pointcloud-0

that was it for december. anything to add? please do so in the comments!

joreg, Tuesday, Jan 2nd 2018 Digg | Tweet | Delicious 0 comments  


Here are two new little features we want to make sure you're aware of. Not completely finished but already helpful:


Press F6 to pause and step through your patch one frame at a time. Press F5 to continue running the patch.
F6, F6, F6, F6, F5

Note how the Quad (topleft) indicates run/pause. Tremendous you say? Indeed, but beware the following caveats for now:

  • this works only for vl, so if you have parts of your patch in vvvv, those will still continue to run as usual!
  • tooltips don't work in this mode yet, so you'll need IOBoxes wherever you want to inspect values
  • no stepping through slices of loops

Still you'll see that in cases where you're looking for a logical problem in your patch it is already useful to be able to step through its execution one frame at a time to better understand how it is evolving.


Set RuntimePauseOnError to TRUE in the settings in case you want to have the patch paused in case an error occured.
Pink: the node that threw the runtime-error.
Bright: the call stack, leading up to the error.
Dark: nodes not executed.

This can be useful when you're on a debugging spree and expect an error to happen at some point. Activate this option to be brought to the point where the error occurred, the moment it happened. Saves you some navigation and highlights the nodes involved leading up to the error. Again press F6 to step or try F5 to get the patch running again after you solved the problem.

Caveat: Look closely, the error message in the tooltip actually belongs to the Add of the Dictionary. The reason for that is code-optimization which sometimes leads to the error-indicator being one node off. A setting to disable code-optimization is pending..

As mentioned, both features are not finished but are a first step into the direction of better debugging support. Still more to come..

joreg, Tuesday, Dec 19th 2017 Digg | Tweet | Delicious 2 comments  

previously on vvvv: vvvvhat happened in October 2017

dear patchers worldwide,


another month has passed without us releasing the long promised beta36. reason: the things we've planned for it to include, are not finished yet. as mentioned previously the main focus of this release is to get the workflow right, for using/wrapping external .NET libraries in vl. people using latest alphas already have the possibility to do so. basically any .NET library can now be used in vl directly via drag'n'drop. this is huge and on the other hand feels so natural that it is also not a big deal and will and should be taken for granted from now on. when developing plugins for vvvv was still kind of a pro-thing, even though we had easy dynamic plugins, it is now a no-brainer with vl and i predict that everyone will do it casually at some point. so again, please test with latest alphas and report your findings in the chat or on the forum (with tag "alpha"). thanks for the more and more vl-related issues there and on the chat recently!

but then that is not all. obviously. besides adding C#6 support for dynamic plugins we've also made quite some fixes to vvvv and vl as you can see already in the (not yet complete) change-log.


looking for a vvvv job in london? have a look at this fine offer by YR!

vvvv Academy

dominikKoller is doing it again! coming january there'll be another vvvv beginners course at our office in berlin. please help us promoting the course by spreading the following two blog-posts that include all the necessary informations:


No big drop this time, but still some updates:

And i posted a work-in-progress or more a proof-of-concept for an InputMapper in VL.


happy to see the first two big recent works being powered by vl:

Skyguide by intolight

and two more classic vvvv projects:


Good stuff as always in the teasers:

that was it for november. anything to add? please do so in the comments!

joreg, Saturday, Dec 2nd 2017 Digg | Tweet | Delicious 2 comments  


If you're writing your own dynamic plugins in C#, we got something for you! If not, still read on, so yo know, just in case..

The C# language is evolving all the time with nifty features. In order to be able to use those, you need a suitable compiler that understands those. So far, the C# compiler included with vvvv only supported language features of C# versions lower than 6. But no more:

Latest alphas suppport all features new in C# 6.

image grabbed off the internet


  • You need to have either Visual Studio 2015 or MSBuild Tools 2015 installed
  • You have to enable the new compiler by using the commandline parameter /cs6 when starting vvvv
This is now activated by default for everyone even without the caveats as mentioned above!

So get yourself a fresh alpha now and do yourself a favor by using those new language features.

joreg, Thursday, Nov 30th 2017 Digg | Tweet | Delicious 3 comments  

We're happy to announce that we've won NSYNK - Gesellschaft für Kunst und Technik to sponsor a scholarship for the upcoming edition of the vvvv Academy Winter Course.

This scholarship is intended for people who cannot afford the course fee of 800€. Find all the info and apply at http://vvvv.academy/winter-course.html

Deadline for scholarship applications: Dezember 14th

Frankfurt/Berlin based NSYNK have been power users and great supporters of vvvv ever since. Have a look at their website to see some of their latest spectacular augmented reality projects: http://nsynk.de/projects

NSYNKs eno said
We support the academy because we need more talented storytellers with coding and especially vvvv skills

Please help us spread the word and tell a friend!

At this point we'd also like to say thanks again to m box who sponsored a scholarship for our first edition.

dominikKoller, Tuesday, Nov 28th 2017 Digg | Tweet | Delicious 0 comments  

Who dominikkoller
When Wed, Jan 3rd 2018 - 09:00 until Wed, Jan 10th 2018 - 20:00
Where vvvv Praxis Berlin, Oranienstrasse 10, Berlin, Germany

Hello everyone!

here it is, the second edition of vvvv Academy!

Here's all the info:http://vvvv.academy/winter-course.html

It will be more compact than the Summer Course - 6 full days, with lectures and patching sessions. Starting January 3rd.

We will once again be in the vvvv developer's office in Berlin - where else would you want to learn vvvv?

Also, we'll have less people - a group of 6 this time, so we can have an even more focused learning environment.

Get in touch via

Best from the rainy UK

dominikKoller, Wednesday, Nov 22nd 2017 Digg | Tweet | Delicious 0 comments  

anonymous user login


~1h ago

joreg: @neuston: please check the country list again!

~14h ago

xd_nitro: no users in all of Wales!

~22h ago

microdee: it's like telling a west-Ukrainian that they're Russians...

~22h ago

microdee: @tonfilm: Telling a person from Hong Kong that they're Chinese is a bigger insult than calling their mom names ;)

~22h ago

tonfilm: Patch your own #mainloop with microsecond precision in #reactive #dotNET style. #rxNET #rx #gamedev #vvvv #VL vl-patch-your-own-mainloops

~23h ago

neuston: Sad. It hurts.

~23h ago

joreg: well, they would even have to choose "united" kingdom..

~23h ago

neuston: M... not work emotionally. Like asking a Scotland citizen to pick England

~24h ago

joreg: @neuston would it work for you to select "China"?