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Who vvvv/vl
When Fri, Sep 28th 2018 - 10:00 until Fri, Sep 28th 2018 - 17:00
Where PRAXIS Berlin, Oranienstrasse 10, 10997 Berlin, Germany

helo evvvveryone,

we're happy to announce that we'll be hosting a Retune 2018 satellite on September 28th.

wanna take your first simple steps with vl? this is your chance: we'll be hosting 2 (identical) workshops. you can choose between:

  • one from 10 to 13h
  • the other from 14-17h

the workshop will walk you through examples using the only recently released 2d graphics library (Skia) and the OpenCV library for computervision. you'll learn how with only a few clicks you can achieve quite complex results using vl.

being part of retune, this workshop requires a Retune Ticket which means you also have access to the following:

The Retune Festival is a biennial event at the intersection of Art, Design, and Technology. Happening from September 27 – 28, 2018 in Berlin. In its fifth edition, the Festival will bring together over 250 creative pioneers across 2 days.

Day 1 / Thursday, Sep 27th
A full conference day with international keynotes, talks, discussions and performances. Taking place at Silent Green, a former crematorium and now a beautiful event space in Berlin-Wedding. Speakers include Kimchi and Chips, Evan Roth, Ralf Baecker, and Banz & Bowinkel.

Day 2 / Friday, Sep 28th
On the second day, we take the Festival into the city. Satellite events in art and design studios all over town offer workshops, talks, exhibitions, and open-studios. We are closing the Festival with a performance and club night at STATE Studio.

hope to see some of you there!

joreg, Friday, Sep 14th 2018 Digg | Tweet | Delicious 0 comments  

Release Highlights

This release comes with a cleaned up VL core library. We also made sure that the node set feels more explorable just by making basic nodes more visible than others. Advanced, experimental or obsolete nodes now don't hide in different packages but can be opted into the list of nodes, while browsing the library.

But this release also comes with features for you to clean up. Frames help to structure VL patches in a visual way, groups, and categories in a structural way. You even can tweak the visibility of your nodes in the node browser and by that distinguish rather advanced or still experimental nodes from the daily node set. Library developers will also love the feature to make certain helper nodes internal so that they are free to change or delete them at any time in the future.

A lighter VL

Less VL documents get opened by default, leading to a faster startup and making the navigation menu more meaningful. Less ".Net Packages" get shipped leading to a smaller download and a lighter ".Net Packages" dependency menu. Process nodes now are lighter in terms of memory allocation.

Entry points and document management

We introduce a new way of making a VL patch run. Up to now you always had to drop a VL node into vvvv to make it actually run.
Now you can define an "entry point" in VL, leading to one running instance of that patch.


This is the first release that supports the VL.Skia library.
It comes with a huge stack of example patches.


Debugging should feel much more intuitive, as it now allows to inspect the exact state of the patches for the moment when something went wrong.

Baby, don’t make me spell it out for you

All in all this release makes VL easier to learn, use and develop for.


HTMLTexture now for DX11 and more


VL: Corelib Cleanup
VL: Frame Your Patches
VL: Groups and Categories
VL: Serialization
VL: Improved File IO
VL: Patch Your Own Mainloops

gregsn, Wednesday, Sep 5th 2018 Digg | Tweet | Delicious 0 comments  

HTMLTexture is available for DX11 and more: link

gregsn, Wednesday, Sep 5th 2018 Digg | Tweet | Delicious 0 comments  


Тебе трудно с vvvv, потому что у тебя не очень с английским? Ничего. Теперь мы об этом позаботились. У тебя появилась возможность задавать вопросы, получать ответы и разбираться с проблемами в русском vvvv-чате.

Вот полный список языков, которые мы теперь поддерживаем: https://riot.im/app/#/group/+vvvv:matrix.org
Здесь каждый канал ведет давний пользователь vvvv, готовый помочь на родном языке. Если ты говоришь на языке, который все еще отсутствует в нашем списке и хочешь помочь другим vvvv-пользователям на твоем родном языке - просто дай об этом знать в одном из чатов и мы поможем тебе настроить новый канал. Ну или просто - присоединяйся к любому каналу, на языке которого ты говоришь - и вперед.

Боимся ли мы, что эта наша затея с языками только расколит всех пользователей, потому что все будут писать только на родном языке, и все знания, и интересные проекты так и будут оседать на разных каналах? Наоборот. Так как каналы всех языков полностью доступны для всех, каждый сможет видеть что где происходит. Это сделает нас ближе. И мы надеемся, что каналы притянут пользователей, профессионалов и целые группы интересных людей о существовании которых сейчас мы даже и не догадываемся. Ведущие каналов будут служить мостами и будут стараться перекидывать дискуссии между языками, если это будет полезно. Ок, давайте попробуем!


Findest du es schwer mit vvvv zu arbeiten, weil dein Englisch nicht ausreicht die Dokumentation zu verstehen oder im Forum fragen zu stellen? Dann haben wir etwas für dich: komm in den deutschen vvvv Chat, wo du alle deine vvvv Fragen auf deutsch beantwortet bekommst.

Für die komplette Liste an unterstützen Sprachen, siehe: https://riot.im/app/#/group/+vvvv:matrix.org
Jeder der Chaträume wird von einem langjährigen Mitglied der vvvv-community geleitet, das bereit ist Fragen in seiner Muttersprache zu beantworten. Wenn du eine Sprache sprichst, die auf unserer Liste noch fehlt und du anderen vvvv-usern in dieser Sprache helfen willst, sag uns einfach in einem der Räume bescheid und wir helfen dir, einen neuen Chatraum anzulegen. Ansonsten bist du natürlich auch in jedem der Räume willkommen um anderen Usern zu helfen.

Man könnte jetzt befürchten, dass mehrere Räume die Community schwächen werden, weil jeder nur noch in seiner Sprache sprechen wird und somit interessante Gespräche in verschiedenen kleineren Räumen untergehen. Aber wir denken im Gegenteil: Dadurch, dass wir öffentlich zugängliche Räume erstellen, die jeder auf einen Blick sehen und ohne Anmeldung betreten kann, haben wir die Hoffnung, die gesamte Community näher zusammenzubringen. Das Ziel ist, dass wir dadurch eine noch diversere Gruppe an Leuten erreichen können, ganze Usergruppen, von denen wir bisher noch gar nicht wussten, dass sie existieren. Ausserdem haben wir die Raummoderatoren, welche als Kommunikationsbrücken zwischen den Räumen dienen. Also lasst uns das versuchen!


vvvvに興味はあってもなかなか手を出せないのは、日本語の情報が少ないことが原因ではありませんか?vvvvについてわからないことを日本語で聞いてみたいと思いませんか? そんなあなたのために、新しいチャットルームを用意しました。こちら に参加して、言葉の問題にとらわれることなく、自由にvvvvについての議論を交わしましょう。

現在サポートしている言語の一覧はこちらで確認できます。 https://riot.im/app/#/group/+vvvv:matrix.org

もしかしたら、これによって誰もが自分の母国語が通じるメンバーだけで情報共有をしてしまい、他のルームの興味深いトピックに気づかなかったり、vvvvのコミュニティが弱くなってしまうのでは、と思いますか? そうではありません。全てのルームは公開されており、誰もが自由に閲覧できます。この取り組みによって我々はより親しくなり、今まで出会うことのなかったより多くの人々が交流する場となるでしょう。そして、ルームモデレーターはルーム間のやりとりをサポートする役割を担ってくれるでしょう。さあ、みんなで始めましょう!


Ha vannak kérdéseid vvvv-vel kapcsolatban de kényelmesebb lenne magyarul kérdezni akkor csatlakozz a vvvv-hu riot.im szobához és tedd fel kérdésedet magyarul, nyelvi korlátok nélkül.

A teljes lokalizált szoba lista a https://riot.im/app/#/group/+vvvv:matrix.org oldalon található.
Összes chat-szobát egy-egy veterán vvvv felhasználó kezeli a saját anyanyelvén. Beszélsz egyéb nyelveket amik még nincsenek a listában és szeretnél segíteni? Csatlakozz bármelyik szobához, beleértve az eredeti vvvv szobát és segítünk létrehozni egy csoportot az adott nyelvhez. Ha már létezik az adott szoba, egyszerűen csatlakozhatsz ezzel is támogatva a multikultúrális ökoszisztémát.

"Hogy marad egységes a vvvv közösség ha különböző nyelvű szobákban folynak párhuzamos diskurzusok?" Ezzel a lépéssel reméljük hogy olyan emberek is csatlakozni fognak a vvvv közösséghez akik eddig nyelvi okok miatt ódzkodtak tőle. Terv szerint a szobákban elinduló mélyebbre ható párbeszédeket a moderátor összefoglalja angolul a vvvv.org-on vagy egyéb angol nyelvű platformokon. Próbáljuk ki!


فکر می‌کنید یادگرفتن vvvv سخته چون انگلیسی زبان اول‌تون نیست؟ دوست دارید سوال‌هاتون رو درباره‌ی vvvv به زبان اصلی‌تون بپرسید؟ ما هواتون رو داریم: عضو اتاقِ گفتگوی فارسی بشید و به راحتی سوال‌های مربوط به vvvvرو بدون دشواری های زبانی طرح کنید.

برای دیدن لیست کامل زبان‌های پشتیبانی شده به اینجا سر بزنید: https://riot.im/app/#/group/+vvvv:matrix.org
هر اتاق زیر نظر یکی از کاربرهای بلند مدتِ vvvv اداره می‌شه که حاضره تا به سوالات شما به زبانِ اصلی جواب بده. اگر مسلط به زبانِ خاصی هستید که اینجا لیست نشده و مایلید که کمک کنید؛ به راحتی عضو یکی از گروه‌ها بشید و ما رو در جریان بذارید تا براتون یک اتاق جدید راه بندازیم! اگر هم نه، فقط عضو گروه‌هایی که زبان‌شون رو میشناسید بشید و بقیه کاربرها رو پشتیبانی کنید.

فکر می‌کنید این کار انجمن آنلاین رو ضعیف می‌کنه، چون هرکسی فقط به زبان مادریش با vvvv همکاری و کمک می‌کنه و محتواهای جالب و به درد بخور توی اتاق‌ها و گرو‌های مختلف گم می‌شه؟! در عوض راه‌اندازیِ اتاق‌هایی که دسترسی عمومی دارند و هرکسی میتونه به راحتی بهشون نگاهی بندازه، همه رو به هم نزدیک‌تر می کنه و امیدواریم طیف‌های مختلف از کسایی که حتی از حضورشون باخبر نبودیم رو بهمون بشناسونه. کاربرهایی که اتاق‌ها رو اداره می‌کنن اونجا هستن تا محتوا و مطالب جالب رو بین زبان‌های دیگه رد و بدل کنن. بیاین امتحانش کنیم!


¿Te resulta difícil aprender vvvv porque el inglés no es tu primer idioma? ¿Te gustaría hacer preguntas sobre vvvv en tu propia lengua? Tenemos la solución para ti: únete al chat en español donde puedes preguntar libremente sobre vvvv sin barreras de lenguaje.

Para una lista completa de los muchos otros idiomas disponibles, visita https://riot.im/app/#/group/+vvvv:matrix.org
Cada canal es moderado por un miembro conocido de la comunidad de vvvv que está listo para ayudar en su idioma nativo. ¿Hablas un idioma que no está disponible y quieres ayudar? Simplemente únete a cualquiera de los canales existentes y háznoslo saber, así podremos ayudarte a crear un nuevo canal. En cualquier caso, siéntete libre de unirte a cualquiera de los canales cuyos idiomas hables para que puedas ayudar al resto de usuarios en ese idioma.

¿Que si nos preocupa que esta iniciativa debilite a la comunidad porque todos van a segregarse y colaborar solamente es sus idiomas nativos provocando que se pierda contenido en distintos canales? Por el contrario: Al crear canales accesibles públicamente que todos los usuarios pueden ver en un único lugar, estaremos uniéndonos bajo un mismo techo y ojalá atrayendo a un grupo más diverso de personas que hasta ahora no sabíamos que existía. Los moderadores de los canales estarán ahí para servir de puente entre los distintos lenguajes como mejor les parezca. ¡Intentémoslo!


Vous avez du mal à vous mettre à vvvv car l'anglais n'est pas votre langue maternelle ? Vous voulez demander de l'aide dans votre propre langue ? On a ce qu'il vous faut : connectez-vous au salon francophone et posez toutes vos questions !

Cliquez sur le lien suivant pour trouver la liste des langues supportées : https://riot.im/app/#/group/+vvvv:matrix.org
Chaque salon est tenu par un membre de longue date de la communauté prêt à vous venir en aide dans sa langue maternelle. Vous parlez une langue qui ne figure pas dans la liste et avez envie d'aider ? Rejoignez un des salons et faites-le-nous savoir pour que nous vous aidions à créer votre propre room. Sinon, n'hésitez pas à rejoindre un salon dont vous parlez la langue pour vous aider les uns les autres.

Craignons-nous que la communauté en sera affaiblie parce que tout le monde n'échangera plus que dans sa langue maternelle, ou bien que du contenu intéressant sera éparpillé dans différents salons ? Bien au contraire : en créant des salons accessibles par tous et visibles d'un seul coup d'oeil, nous nous rapprocherons les uns les autres et dans le meilleur cas entrerons en contact avec des gens dont nous ne connaissions même pas l'existence. Les modérateurs seront là pour faire le pont entre les différents salons quand ils le jugeront nécessaire. Essayons !

joreg, Wednesday, Sep 5th 2018 Digg | Tweet | Delicious 4 comments  

I've updated my deployment workflow yesterday solving a major issue which I wonder if anybody else met actually. If you're and you were using vpm nothing changes for you. Except 2-3 more entries in the license agreement page. If you are installing them manually well, you might want to switch to vpm, or edit xml files.

The problem

So the problem was that all my packs depend on md.stdl and mp.pddn which are both swiss army knifes when it comes to dealing with everyday coding issues. So far I just delivered them next to my packs. However this created an issue when 2 packs delivered a different version and vvvv loaded the older one first, it might have broke the pack with the newer version.


So I found the simplest way to deal with this is patch the vvvv.exe.config file to look for referenced assemblies in another folder (in this case vvvv\packs\md.core) and put my supporting libraries there. This is what it looks like:

    <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
      <probing privatePath="lib\core;packs\md.core" />

This also means my packs won't deliver these libraries with them. I'm improving these libraries as persistent as possible so old API's should stay the same while up to date packs can be guaranteed to use new API's.

During this process I also got rid of the 100 .NET core System.*.dll's you might have noticed them recently, that was just the result of some misunderstanding

So if you're using them, install or keep installing my packs from https://vvvvpm.github.io

microdee, Tuesday, Sep 4th 2018 Digg | Tweet | Delicious 0 comments  

previously on vvvv: vvvvhat happened in July 2018

what a summer...

you missed link? well..you were missed too. so what happened? basically: patch, lake, food. to get a bit of a glimpse, check the final presentations of the focus groups.

next chance to meet your fellow patchers in the realworld is our 4th berlin vvvv meetup on september 5th.

we've still not released our candidate for beta37 since we had a few buggers to fix thanks to your feedback. if no unexpected events occur, this should drop really soon now.

and the latest big news is that we've announced to have started work on a 3d-pack for vl with all bells and whistles. it is a lot of fun to play with and looking really smooth so far. if all goes well, we should be able to show something before the end of this year...

if you're looking for a job, check this announcement by intolight.


we got one new contribution this month:

and then, as a direct outcome of a discussion at link, to boost the "work in progress" section on our forum, there are a lot of new things to find here, mostly for vl. again, the idea is to show what you're working on early, even before you have something useful to share. like this we're hoping to prevent that folks start working on the same things in parallel. so be sure to check out these:

and we got two teasers: one and two


and a nice little physical game by kbln: Trolleys

That was it for August. Anything to add? Please do so in the comments!

joreg, Monday, Sep 3rd 2018 Digg | Tweet | Delicious 1 comments  

Who david, aaa, joreg, sebl
When Wed, Sep 5th 2018 - 19:00 until Wed, Sep 5th 2018 - 22:00
Where Spektrum, Bürknerstraße 12, 12047, Berlin, Germany

Berlin Patchers.

On short notice:

We're looking forward to have Quadrature giving us insights to their latest and greytest work.

Quadrature is a berlin based art collective. Their works revolves around space: data from space, humans in space, messages from space. The results are kinetic installations, performances, graphics, sculptures (actually anything but video) - and 99% of the time vvvv is at least involved in the making process.... They will show current work in progess, e.g. a new sound performance for the Kubus at ZKM.

As always, feel free to bring your project/notebook/questions or whatever you want to share with the community. We have space and time for spontaneous presentations!

There will be a bar serving us drinks. There will also be other poeple around as well. This time we share the space with the openframeworks community.

Thanks go to Lieke and Alfredo who are running the fantastic spacehttps://spektrumberlin.de.

joreg, Friday, Aug 31st 2018 Digg | Tweet | Delicious 1 comments  

hi there,

beta37 is done - as far as we know. Now, please help us to find out!

Try the release candidate - link at the bottom - by opening the project you're currently working on and see if it opens timely, patching is responsive and everything works correctly. If not, please let us know in the forum using the alpha tag.

Release Highlights

Cleanup and cleanup tools

This one can be understood as a late spring cleaning.

To get the desired appearance in the node browser we at times needed to resort, rename and polish nodes and types without changing much in terms of functionality. There were other examples though where we refined some major bits in the basic node set - e.g. file IO and serialization nodes got a complete rework and just got so much easier to use. And we made sure that the core library feels more explorable just by making basic nodes more visible than others. Advanced, experimental or obsolete nodes now don't hide in different packages but can be opted into the list of nodes, while browsing the library. Within that process, we also polished the node browser quite a bit.

But this release also comes with features for you to clean up. Frames help to structure patches in a visual way, groups, and categories in a structural way. You even can tweak the visibility of your nodes in the node browser and by that distinguish rather advanced or still experimental nodes from the daily node set. Library developers will also love the feature to make certain helper nodes internal so that they are free to change or delete them at any time in the future.

A lighter VL

Startup speed got improved. Also, there are less VL documents open making the navigation menu more meaningful. Let me not begin with the much lighter ".Net Packages" menu or the much lighter download size. Process nodes now opt for mutation which makes them lighter in terms of memory allocation.

Entry points and document management

Together these features allow this workflow:

  • Drop VL documents onto vvvv or VL to open them. They start running.
  • To make them go away use the "close document feature Ctrl-F4" in the VL document menu.

In essence, this allows to do example patches, tutorials or help patches - an essential feature that will make future libraries so much easier to learn. To have a patch start on document load, create a non-generic process called "Root" in the document patch. So again from the end user perspective: no need to create a node in vvvv to see the patch running.

Ctrl-W now behaves like in an internet browser: It just closes the tab - closing the last tab closes the VL window. Ctrl-W doesn't ask you to save the document though. Closing a tab doesn't close the document, it just closes the view onto the specific patch within the document.
If you now managed to hide the VL window use the "Show VL" command in the vvvv main menu to get back into VL.


Debugging should feel much more intuitive, as it now allows to inspect the exact state of the patches for the moment when something went wrong.

Some notes on the debugging settings:

  • RuntimePauseOnError: When turned on, allows to inspect nodes and pins above the pink node. You see the values for when the exception occurred. For end users, this feature typically is off. Library developers will likely switch this often depending on whether they're debugging or using their library. Reloading the settings now always should work. No need to restart when switching the setting.
  • RuntimeAutoJumpToError: if the auto panning gets in the way this is the setting to turn off.

You can switch the settings via Quad menu -> Settings -> Open in editor.

Cache region

Actually we never really told you about how amazing the Cache region is. If you have any node that you want to perform better, ask yourself if it wouldn't be enough to only compute it when the input changes and then cache the computed results. The cache region allows expressing this easily. The cache region actually got added with beta36, but now the interplay with other constructs works better.

Loops for example now output their spreads in a way that the changed-detection of a downstream connected Changed node or Cache region only triggers if the slices actually changed from frame to frame.

Some of this stuff may for sure sound pretty special interest, but we have the feeling that these details matter in the end for having an expressive but playful language.

Baby, don’t make me spell it out for you

All in all this release makes VL easier to learn, use and develop for.


HTMLTexture now for DX11 and more


VL: Corelib Cleanup
VL: Frame Your Patches
VL: Groups and Categories
VL: Serialization
VL: Improved File IO

for an in-depth list of changes have a look at the changelog.


Release Candidate 6
Beware: Make sure you secure your data. Patches saved with an alpha might lead to not being able to open them with the former beta.

gregsn, Friday, Aug 24th 2018 Digg | Tweet | Delicious 26 comments  

Not many will remember the times when vvvv's 3d rendering was based on Direct3D 8. Not important really, because at the same time we released vvvv 33beta1 in December 2002, Microsoft released Direct3D 9 with a lot of new features, so we knew what we had to do..

Luckily vvvv's DX9 implementation proved powerful enough to be quite useful for many years. Then it took Microsoft 5 years to release its successor DX10 which was only available on Windows Vista, which nobody wanted. Also graphic-card adoption took quite a while so we didn't really feel an urge to start working on it right away.

A Gift

A year later in 2008 Microsoft released Windows 7 and with it DX11, which altogether looked more promising. But still a lack of adoption of supported hardware and Windows 7 didn't put too much pressure on us to implement it. Instead we thought it would be smarter to improve the plugin-interface for vvvv to make it easier for users to contribute to the library of nodes.

In parallel we had already secretly started work on our next big thing that would become VL, which we first announced at the keynode during NODE13. Since with VL we've mentioned from the beginning that we wanted it to eventually run across platforms, for us, implementing a new renderer based on the windows-only Direct3D api became less and less appealing.

What happened next couldn't have been more fortunate: besides many other major contributions, using the possibilities of vvvv's plugin-interface, power-user vux took it in his own hands to create a set of nodes for rendering with the features of DX11, which he released on vvvv's 10th birthday in December 2012. And the vvvvorld was a better place.

DX11 for vvvv is amazing, but innovation in the world of computer graphics started moving faster and faster. Despite the magic that DX11 brought, users demanded more and more bling, but all we were talking about was how VL would revolutionize visual-programming, which brought us all together in the first place.

Another Gift?

With the cross-platform goal in mind, for years it seemed the only option was going for OpenGL instead of Direct3D as rendering API for VL. But all those years, following OpenGLs development and stories about bad support by Microsoft and Apple never got us excited enough to just go for it. Meanwhile a new player has appeared as a modern cross-platform graphics API, called Vulkan, but since it is still in its early stages and support for MacOS seems not official yet, again we were reluctant to jump on it.

All the years we knew there would be another option: Instead of using Direct3D, OpenGL or Vulkan directly, we could base a rendering library for VL on a game-engine API that would deal with different graphics APIs under the hood and would possibly have all 3 as back-ends that can be used on different platforms without us needing to worry about it.

While this sounds brilliant, it obviously has other potential drawbacks (out of scope for this post). But also the range of options for game-engines we could have used wasn't too overwhelming. Until recently. Enter Xenko.

Xenko is a universe of its own and as such comparable to Unity3D, UnrealEngine, CryEngine and the GodotEngine. Please check Xenko's propaganda page to get a glimpse of its features.

We've had an eye on this engine for a while already but it being targeted at commercial game-studios would mean that every user of vl would also need to buy a license for it, so again we were hesitating and looked for alternatives.

But what just happened could again not have been more fortunate: The company behind Xenko, Silicon Studio, removed its commercial licensing and released it to the community under the MIT license, which is a very permissive open source license. This would allow us to base a renderer for VL on it without any licensing restrictions.

Xenko and VL

Initial tests look very promising. Within just a few days we were able to patch a little interactive scene and export the project as an executable so it could be distributed via the Steam store and run on a VR device.

Hence our plan is to investigate further in this direction and at the moment we see two interesting workflows between VL and Xenko:

  • a VL.Xenko pack: that would be basically like the VL.Skia pack we've just released
  • Xenko Studio as a host for VL: that would be similar to how vvvv is hosting VL at the moment

For both scenarios what will be important, is a proper library design wrapping the original Xenko functionality into a comfortable set of nodes, similar to what we just did for Skia.

Next Steps

We'd usually not water your mouths before we are more sure about things. But with Xenko just having gone full open-source and looking to build a community of developers and users, we thought it would be a good idea to talk about this now and try to involve you from the beginning.

So if you're curious about Xenko's universe, just head over to its website and see what it has to offer. You can even download and play around with the editor and if you're familiar with C# create a little game with fancy graphics and assets in no time.

Next we'll demo what we've got so far to participants at LINK and start a discussion there. If you're not at LINK please still join the discussion with your thoughts using this thread. If all goes well we should also be able to share our proof of concept sometime after LINK.

So we hope you understand that at this stage it is too early to promise anything but at the moment we are confident to having found the right library for implementing a 3d rendering system for VL. Just as we were happy when we finally found Skia as the perfect library for VLs 2d rendering system.

Meanwhile please help spread the word about Xenko, retweet their announcement and consider supporting their Patreon to help them build a strong developer community.

We'll update you about developments as we progress...

joreg, Thursday, Aug 2nd 2018 Digg | Tweet | Delicious 11 comments  

previously on vvvv: vvvvhat happened in June 2018


...and the patching goes easy. And we have a release candidate for beta37 out! Please take a moment to test it against your latest projects and report any problems in the forum using the alpha tag.

We added two more features to the alphas within the last month:

For the brave we also pre-released the long announced 2d Rendering Engine for VL based on Skia. Note that this is still an alpha-grade release and we are very much hoping for your feedback on it! But this also means that for projects that don't necessarily need 3d-rendering you can now most likely start thinking full VL! Who will show us the first such project?

The 2nd Berlin Meetup has happened and now LINK Summer Camp is coming up shortly. Even if you're not attending, we'd be happy if you participate in the discussions we'll be having there. And maybe you can make it to our next meetup at the lake on August 12th!


Two new:

Two updated:

And also one WorkInProgress and a Teaser.


Realtime Image Regeneration by eps using [https://github.com/affinelayer/pix2pix-tensorflow|pix2pix


The Wisp collective has an Open Call for their Laboratory in Leipzig, this September.

That was it for July. Anything to add? Please do so in the comments!

joreg, Thursday, Aug 2nd 2018 Digg | Tweet | Delicious 3 comments  

anonymous user login


~2d ago

domj: Little vvvv robotics and light control in the Tschechisches Zentrum Berlin in few hours, just patching en route https://bit.ly/2V0FAb3 ;)

~2d ago

AKa-visuals: @polyrhythm Stunning!.. cant wait for ibl integration. Keep on!

~2d ago

catweasel: @polyrhythm looks lovely!

~2d ago

polyrhythm: i put a little love into my vvvv raytracer after some time not touching it. textured emissive lights! https://i.imgur.com/OVzp6d5.png

~2d ago

sinus: Yes, they did the kollabo with klf. Still a tornado in the club.

~3d ago

microdee: @sinus: hahaha maaan that's some amazing stuff :D

~3d ago

elektromeier: @sinus: the extreme noise terror which played at klf s exit gig at brits?

~3d ago

sinus: Ipswitch

~3d ago

sinus: @evvvvil: from ispwitch! noble men! https://extremenoiseterror.bandcamp.com/

~4d ago

evvvvil: Fuck Norfolk that's where every boring person in the world is from. Suffolk is also a shithole and their football team is worst. xx