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With the release of vvvv gamma 2019.2 preview it's now finally possible to create standalone applications out of any vvvv patch.

The steps to create an application are as simple as this:

  1. Download and install vvvv gamma 2019.2 preview
  2. Open the patch you wanna have as an executable
  3. Open the application exporter by pressing F9
  4. Press export and voila you have an executable which runs on any Windows 10 machine

To learn how to deal with referenced assets, read Exporting Applications in the gray book.

So please try it out with your projects and report any findings in the forums or the chat.

Elias, Wednesday, Dec 4th 2019 Digg | Tweet | Delicious 3 comments  

With the release of vvvv gamma 2019.2 we introduced a new backend compiling patches in real time using Roslyn. This blog post is primarily intended for a technical audience, if you're solely interested what new features it brings to the table have a look at the before mentioned blog post.

Background

In the past VL (the language behind vvvv gamma) compiled in-memory directly to CIL using CCI. With the recent changes in the .NET ecosystem and CCI being superseded by Roslyn it became more and more apparent that at some point we'd also have to make the switch to keep up with the latest developments happening at Microsoft.

What finally pushed us into making the switch was two-folded:

  1. An executable written by CCI wouldn't work at all the moment it referenced a library based on .NET standard. This was a major set back as nearly all future libraries would be targeting .NET standard and days of trying to find a workaround brought us nowhere. Making modifications to the already abandoned project CCI seemed like a very bad idea.
  2. For a long time, we didn't know how to directly translate VL's adaptive nodes feature to CIL (or C# for that matter). For those who're not familiar with adaptive nodes, it allows one to build functions solely on their intent. For example, a LERP function can be expressed with a PLUS a MINUS a ONE and a SCALE node without having to specify what data will be provided in the end. The exact implementations will be looked up by the compiler when applying the function let's say on a float or a vector. This lookup is done from an entry point (like an executable) and while traversing from such an entry point all adaptive nodes will be replaced with their respective implementation. The emitted CIL code will then end up with two LERP functions, one for float and one for vector. This approach was working fine but it had a major drawback as it prevented us from pre-compiling our libraries and also it prevented any user to build a proper .NET library with VL.

Until this year in march @sebl came to the rescue by randomly dropping us a link in the chat pointing to a neat little "trick" which suddenly made it possible to translate our adaptive nodes feature directly.

After initial tests in March and April and having the patched tooltip feature still pending for the final release, we decided to let myself jump into the rabbit hole which I've finally crawled out of after more than half a year ;)

The neat little "trick"

Let's go back to the example of the LERP node and let's further try to write it down in C#:

T LERP<T>(T a, T b, float s) => a * (1 - s) + b * s;

Looks neat but sadly won't work, C# will tell us that the operators +, - and * and the constant 1 are not available on T.
The trick to make it work is to outsource those operators to a so-called "witness" which in turn will provide the implementation when the LERP gets instantiated with say a vector. So let's see how the actual needed C# code is gonna look like:

T LERP<TWitness, T>(T a, T b, float s) where TWitness : struct, IPlus<T>, IScale<T> 
{
    var w = default(TWitness);
    return w.Add(w.Scale(a, 1 - s), w.Scale(b, s));
}

with

interface IPlus<T> { T Add(T a, T b); }
interface IScale<T> { T Scale(T a, float s); }

and when applying it with say float we need to define a witness implementing the needed interfaces

struct MyWitness : IPlus<float>, IScale<float> 
{
    public float Add(float a, float b) => a + b;
    public float Scale(float a, float s) => a * s;
}

which finally allows us to call

LERP<MyWitness, float>(5f, 10f, 0.5f)

Fancy, no? The beauty is that when the JIT compiler hits such a code path it will be smart enough to inline all calls so in the end for the CPU the code to execute is the same as the initial naive attempt. But don't worry, this is all happening behind the scenes. In the patching world, it is as simple as it was before to patch generic numeric algorithms.

The implications

So now that we're able to translate patches directly to C# what are the implications apart from being able to export an application?

Easier to maintain

Well for us as developers it will be much easier to bring in new language features, because the code we generate will be be checked by the C# compiler and more important, we can fully debug the generated code with Visual Studio. That by the way is not only restricted to us, anyone can now attach a debugger to vvvv (or the exported app) and debug the patches.

Faster loading times

The generated C# code will make full use of .NET generics. So when building a generic patch the generated class will also be generic in the pure .NET world. As an example let's consider the Changed node, while in the CCI based backend a Changed class was emitted for each instantiation (Changed_Float, Changed_Vector, etc.), the new Roslyn based backend will only emit one Changed<T> class and it is left to the JIT compiler of .NET to create the different versions of the needed target code. This should lead to much less code the CPU needs to execute as the JIT compiler is much smarter on when to generate new code and when not.

But what's even more important is the fact that it opens up the world of compiling VL patches as pure .NET libraries. So we can finally pre-compile our libraries (like VL.CoreLib, VL.Skia, etc.) which in turn reduces the general overhead and leads to much quicker loading times and less memory usage. As an example loading the Elementa "All At Once" help patch takes ~15 seconds the first time (compared to ~33 seconds in the old backend) and thanks to caching to disk only ~8 seconds when opening at a later time.

Instantiate patches at runtime

Apart from better loading times, it also gives the patcher the ability to instantiate any VL patch during runtime. In the previous backend, one had to use a hack and put all possible instantiations into a non-executing if-region. This is not necessary anymore as all the patches get compiled. However, I should mention here that this is only true for non-generic patches. Generic patches usually require a witness which is not so straight forward to provide.

The drawbacks

Sadly the new backend also required some major internal changes in the frontend so it wasn't possible to guarantee existing patches would work the same way as they did before. Here follows a list of potential breaking changes:

  • The type unification algorithm had some flaws and therefore needed modifications. In general, it is "smarter" than before, so when starting a patch from scratch fewer annotations should be necessary. But for existing patches, it sometimes finds a different solution than the previous algorithm leading to red links on the application side of a patch. In those cases, one needs to set a type annotation in the patch definition.
  • When pause on error is enabled the old backend was able to show computed values up to the point where a node was crashing, this feature is sadly not available anymore due to local variable scoping rules of C#. Whether we'll bring this feature back or not is not yet decided.
  • Naming rules are more strict, so it's not allowed anymore to have for example an "Update" and and "Update (Internal)" operation as both are considered to have the same name. In general instance-operation overloading is not possible.
  • Static operation overloading - having operations with the same name but different pins - is still allowed as long as the types of the pins differ. So different pin names alone are not ok.
  • When defining a generic interface all type parameters of its operations get assigned to the interface itself. This is necessary due to how internals of the emitted C# code work.
  • The cyclic graph detection wasn't correct. This can also lead to red links now but should be considered a good breaking change as it makes the patcher aware of undefined execution order.
  • Patches, where the execution order wasn't defined, might behave differently now.
Elias, Wednesday, Dec 4th 2019 Digg | Tweet | Delicious 1 comments  

привет,

as mentioned previously, elias and me were at DotNextConf in early November where we talked vvvv to a whole different audience than you are. We titled our presentation "vvvv - Visualprogramming for .NET" hoping to get the benefits of what you all take for granted (that is "live, visual programming") across to people who are still stuck with an EDIT/COMPILE/RUN mode of development. And to hear if they could see some application of it in their fields.

The general feedback can be summed up as "Huh, this looks interesting, but I don't know what to do with it". Clearly our demonstrated use-cases didn't resonate with them. A few people came up to us after the talk and were interested in details about the state hot-reload and one guy told us he is working in aero-space engineering and he believes they could very well use it: When working together with physicists they often need to exchange code with them but they always deliver very bad code, he claimed. He saw vvvv as a perfect fit of a tool they could prepare some high-level nodes in, so that the physicists have a tool to experiment with, where they cannot make too many mistakes... Interesting take and in a sense exactly what we were hoping for. So let's see where this goes...

Now grab a drink and some snacks, this goes for 50 minutes:Watch on Youtube

joreg, Monday, Dec 2nd 2019 Digg | Tweet | Delicious 3 comments  

Meanwhile...

...since we're terribly behind schedule regarding the release of a new website for vvvv.org (and we know that it will still take a while), we've created a preliminary site at:

This is mostly so that we can provide people who are new to the world of vvvv with a simpler entry point to our universe. You'll see that the site focuses mostly on vvvv gamma, which makes most sense for new people to explore. Obviously the existing vvvv.org remains our main portal to share news and updates with everyone. We consider visualprogramming.net a temporary landing page for vvvv gamma.

Nevvvvsletter

If you're old enough to remember, there is this thing called electronic mail (short: e-mail). In a classic retro-move we've also recently started an e-mail newsletter which you can sign up to from that page. Scroll to the bottom and find it in the left corner. Signing up will give you peace of mind to not miss any happenings around vvvv. Typically one mail per month.

joreg, Thursday, Nov 28th 2019 Digg | Tweet | Delicious 3 comments  

Who you
When Tue, Nov 26th 2019 - 20:00 until Tue, Nov 26th 2019 - 23:00
Where NODE Institute, Wipperstrasse 13, 12055 Berlin, Germany

Once again on short notice:

vvvv heads are meeting for a show and tell with drinks. Everyone is welcome! This time we have presentations by:

  • everyoneishappy and tonfilm about progress with Xenko
  • sebescudie: an in-house application that allows to visualize, calibrate and perform tracking on one or more LIDARs
Sebes' LIDAR app

We'd also love to hear from you: If you have something to show or talk about, please do so! Bring your projects, demos, works-in-progress and show us what you're patching with!

Free vvvv gamma introduction

Wanna get a taste of the all-new vvvv gamma? Join us already from 6pm to enjoy a 2 hour introduction to the future of visual programming! Please sign up for free!

If you feel like, please rsvp on our Gettogether page!

Livvvve

Should be from around 20h30 Berlin time or a bit later...

joreg, Tuesday, Nov 26th 2019 Digg | Tweet | Delicious 5 comments  
Update: The latest preview version is here: http://visualprogramming.net

Just in time!

Only a whopping 6 years and one and an half months after its first mention during Keynode 13 and to the day exactly 5 years after the release of the The Humble Quad Bundle, you can finally hold it in your own hands. Not exactly as the full release we had planned but as a preview:

Her majesty... at your service.

To our own surpise we couldn't finish all the things we had planned to release today. Most notably the "windows executable export" didn't make it. We know this is a bummer, but we want to get this right and it just needs some more time.

Apart from that we figured there is no more need at this point, to keep it to ourselves. It is definitely good enough for a preview, definitely good enough to gather some feedback to incorporate into the final 1.0 release for which we take some more time to finish our plans. So let's have a look at what we got:

What's new compared to the vvvv beta series

General

  • Trivial installation via an installer
  • The overall performance is much improved
  • All your work is automatically backuped
  • A help browser: press F1! (and wait for it...)
  • You have quick access to your recent sketches
  • By default projects are now handled in one file
  • There are central settings per user, overridable per project
  • You can pause and step your patches frame by frame
  • Extensibility: Write plain C# to extend vvvv with custom nodes
  • Simply use almost any .NET library available e.g. on nuget.org
  • Proper scope and dependency handling
  • Structured documentation for your patches. Add summary, remarks, help to elements
  • close to .NET use msdn, stackoverflow help

Patching

  • Patches are now zoomable
  • You can use frames to structure your patches visually
  • UI runs in its own thread
  • Tooltips show help and errors
  • IOBoxes allow for much faster configuration
  • You can doubleclick a link to insert a node or finish a link with a doubleclick to create a node
  • Patch your own pingroups
  • The color theme is now customizable and defaults to dark

Language

Besides staying true to its nature of being a an easy to use and quick prototyping environment, vvvv is also a proper programming language with modern features, combining concepts of dataflow and object oriented programming:

  • Define your own datatypes (Classes and Records)
  • Composed Datatypes (Spread of Spread,..)
  • No more binsizes needed!1!!
  • Loops to iterate within one frame
  • Generics
  • Delegates
  • Reactive programming
  • Async data processing (multi-threading)
  • Easy caching of expensive operations

Node Library

While for now the number of libraries we ship is limited, the fact that you can essentially use any .NET libary directly mitigates this problem at least a bit. Besides there is already quite some user contributions available in the wip forum and here is what we ship:

  • A thorough core library for all your basic needs
  • State of the art 2d drawing with VL.Skia
  • Effortless computervision via VL.OpenCV
  • Support for Midi, OSC, ArtNet, Serial,...

Forum

To accommodate for the fact that from now on we essentially have 2 products, we added two main categories to the forum:

Living together in harmony: beta and gamma

The existing question, feature, bug, general sections were moved into vvvv beta, and the vvvv gamma section got its own question, feature, bug and general sub-sections. Note that by default the search is constrained to the category you're currently viewing. When you're using vl in beta, still feel free to ask questions in the beta forum. We'll handle that.

Tutorials

Head over to this forum section to watch some video tutorials:https://discourse.vvvv.org/c/tutorials

Pricing

We've previously announced the upcoming pricing model for vvvv gamma, which we're currently refining and we'll update you on changes to it soon.

Until further notice, the previews of vvvv gamma are free of charge but due to its preview-nature we don't recommend using it in commercial scenarios yet.

Download

Here you go: vvvv gamma 2019.1 preview 975

Changelog:

975 26 11 19

  • works with VL.Audio
  • Fixed race condition between state disposal and OnNext calls in reactive ForEach regions. Was responsible for an access violation in OpenCV tooltips.

959 19 11 19

  • equals version included with beta39
  • can now create a node while linking by simply starting to type (double-click not required anymore)
  • fixed SVGWriter
  • fixes on bumpy Damper
  • removed a few unnecessary Damper versions
  • fixed time step calculation of Damper (Fast)
  • Dampers can now be used in loops
  • fixed image tooltip
  • fix on tooltip layout
  • some color operation improvements

930 02 11 19

  • fixed annoyance with nodes being selected instead of dragged
  • fixed problem with red nodes not updating after installing VL. nugets
  • fixed time step calculation of Damper (Fast)

923: 31 10 19

  • added ToVector2/3/4 (Float32)
  • fixed Tokenizer (Frame)
  • fixed register services method called too early
  • fixed regression that timings wouldn't show up on regions
  • fixed timings not working on Cache region
  • fixed serializer not dealing with fields of type object correctly
  • fixed serializer crashing with a stack overflow when data like vectors or colors stored in an object field were re-interpreted as arrays
  • fixed IL emitter not picking up type dependencies on fields if the type was a generic type instance (https://discourse.vvvv.org/t/weird-reference-documents-behavior/17949)
  • added Random implementation for RGBA
  • fixed hue calculation and minor improvements in color space conversions
  • added String <-> Array<Char> conversions
  • shutdown dialog now lists unsaved documents
  • installer adds windows defender exceptions

827: 09 10 19

  • setup.exe is now signed and shouldn't trigger "windows protected your PC popup anymore"
  • added Quad>Windows>Key/MouseDisplay
  • fixed GrayScale Skia ColorFilter
  • added Damper/Oscillator 2D, 3D
  • Packages are now in AppData\Local\vvvv\nugets

703: 16 09 19

  • tooltip performance improved
  • ImageReader now returns correct format of images
  • added FromBytes (SKImage)
  • added Resize (SKImage)
  • LinearSpread now has Phase input
  • added midi ProgramChange node

667: 03 09 19

  • added IsEven/IsOdd nodes
  • added Morph node
  • added MultiFlipFlop node
  • added ConnectAll node
  • added CounterFlop
  • added Random (Centered)
  • added Sort (FormerIndex)
  • added OrderBy (FormerIndex)
  • added IndexOf (KeySelector)
  • added Search
  • added Search (KeySelector)
  • added Resample nodes (Point, Linear, Repeat, Hermite, BSpline)
  • Switch node can now have more than 2 inputs
  • Filter node now has TweenerMode exposed
  • Nodebrowser now also looks for tags in nugets
  • FromImage (Skia) now has options for the case of R16->R8
  • FromImage (Skia) now handles 24->32bit conversions
  • ADSRSettings has optional inputs for Attack, Decay and Release curve settings
  • ADSR has an input to set a new clock at any moment
  • fixed AddRange (Array) of SpreadBuilder
  • updated VL.OpenCV to 0.2.129-alpha

618: 22 08 19

  • SVG/PDFWriter now deal with background correctly
  • improved some warnings
  • increased max tooltip height

615: 21 08 19

  • more tweaks for tooltips
  • Ctrl+F now also considers nodes category
  • updated to VL.OpenCV 0.2.122

573: 08 08 19

  • pin tooltips now show their infos again when available
  • copying messages from tooltips is now via ctrl+shift+c
  • added simpler Mouse and Keyboard (Skia.IO) nodes
  • skia primitives (rect, circle,...) now come in two versions, instead of as overloads
  • updated to VL.OpenCV 0.2.121

552: 01 08 19

  • reworked tooltips
  • new settings: MouseMiddleButtonOpens to activate middleclick to open patches of nodes
  • addded node: FromImage (MutableArray)
  • added skia ColorFilter nodes: Transform, Brightness, Contrast, Grayscale, LUT

411: 12 06 19

  • Value to bytes nodes now have defaults
  • Fixed somehow newly introduced crash in patches making use of serialization (like Tilda) or reflection API (like the runtime-model-editor demos)
  • Fixed accumulators on loops being auto-disposed causing object disposed exceptions in more complex patches (ike Tilda)
  • Fixed Sampler (Reactive) getting stuck in an endless loop if upstream observable crashed (also seen in Tilda)

406: 10 06 19

  • Fixed crash when creating IOBoxes in regions while linking
  • Fixed pin highlights when linking via region border point
  • Fixed application restart with F8/F5
  • Skia gradient nodes rework

398: 05 06 19

  • fixed couple of regressions in compiler introduced between 369 and 380
  • fixed splash screen flicker
  • fixed a null exception on startup

380: 01 06 19

  • fix for Tokenizer (Frame/Postfix) with empty separators

369: 27 05 19

  • Skia PerfMeter (F2) now measures full paint time
  • fixed "Countdown" output of Trigger node
  • fixes in compiler
  • performance improvements in compiler
  • added pixel format R32G32F to imaging
  • fixed a freeze in Tokenizer
  • added Tab, CR, LF, CRLF nodes
  • added serializer for Range
  • theme and interaction improvements
  • added Skia checkerboard style that can be used as a paint
  • fixed removing .vl doc references

344: 14 05 19

  • PerfMeter in Skia renderer (F2) now shows UpdateTime and RenderTime
  • added checkerboard style that can be used as a paint for any layer
  • improved scrolling behaviour for sliders
  • CoreLib improvements
  • sped up RepellingCircles demo patch
  • several compiler fixes
  • compiler performance improvements

318: 09 05 19

  • frames now let you choose colors from a palette instead of the color chooser
  • frames now move their content along as you drag on their titlebar
  • frames now only move elements that are fully contained
  • frame is now included in the "surround with" context menu
  • press SPACE to force-include frames in selections
  • in inspektor changing precision for floateditor now also sets precision for min, max and stepsize.
  • can now grab border control points on regions properly without interfering with region resize
  • default culture setting is now invariant

303: 08 05 19

  • fixed missing dependency for VL.OpenCV

301: 07 05 19

  • windows timer is set to 1ms on start
  • mainloop uses less performance and doesn't block windows messages
  • Skia Renderer has PerfMeter build in, toggle with F2 when selected
  • fixed dpi problem with text in SymbolFinder
  • ctrl+T/ctrl+shift+T to bake/clear type annotations on datahubs
  • fixed "invalid cast in typeunification" error

287: 06 05 19

  • shortcuts now work with all tabs closed
  • Renamed action "Assign->Pop" to "Assign->Clear assignment" to make it easier to understand what the action does
  • Firmata: Tokenizer was stuck in an endless loop
  • fixed null exception in ResizeSelectedMouseHandler
  • Typewriter: Shift+PageUp/PageDown - select to the beginning/end of the document, cursor stays at the same column.
  • OverlayEditor now has minimumsize (again)
  • ImageEncoder doesn't have the bmp option anymore as skiasharp can't encode into bmp

273: 02 05 19

  • fixed another problem with editors/tooltips and high dpi settings
  • fixed "ReguarExpression" typo
  • AllAtOnceEditor for vectors now sticks to value of first component
  • fixed problem with enum-editors on pins getting stuck
  • no more duplicate "Horizontal" entry in IOBox inspektor
  • inspektor now also shows elementtype properties for Spread<Vector>
  • serialization for custom types doesn't throw errors for inspektor/defaults
  • upstream dis/connected iobox no longer looses its settings
  • added GroupBy (Length) and GroupBy (Count) nodes to split a spread into spread-of-spreads
  • added Clean node: removes slices with empty strings
  • added RepellingCircles skia demo

252: 27 04 19

  • fixed dpi handling for fonts in editors
  • can now set ApartmentState of BusyWaitTimer to make UI threads
  • mainloop now has high precision
  • added PerfMeter to VL.Skia
  • editing comment/string now keeps size of editor
  • comments now have correct initial size
  • StringEditor on pin now has wider fixed width
  • fixed problem with paddings differing between single and multiline textbox
  • fixed setting bool pin value via dragging
  • fixed interaction in signature view of patch explorer
  • fixed deadlock when implementing interfaces

230: 24 04 19

  • fix for regions inside operation definitions disappearing
  • fix for patches with more than 10 operations showing later operations as black
  • quad icon now works for all themes
  • previous/next icons now colored correctly in all themes
  • string editors/comments now have a configurable "Max Visible Characters" to prevent low performance with too long lines

222: 18 04 19

  • VL.Skia Camera 2d is not experimental anymore
  • fixed pin interaction in signature view
  • fixed an edge case when then node browser wouldn't show up
  • fixed IOBox rendering freezes
  • added many tags to VL.CoreLib to find nodes faster
  • VL.Skia is referenced by default for new documents
  • toggle toggles on every mouse click
  • IOBox values are not applied while typing anymore

200: 15 04 19

  • inputs/outputs of definitions/regions and groups can be moved (again)
  • fixed problem with documents not opening anymore
  • fixed file path serialization of dependencies when the path couldn't be made relative to the document itself
  • fixed coloring of pads and region bordercontrol points

191: 13 04 19

  • a comment that only holds a link can be right-clicked to open in the browser
  • recent sketches now show in reverse order: most recent is topmost
  • fix: improved recizing of nodes, regions and ioboxes
  • fix: input/output indicators on pins and pads are now in sync with tooltip (again)
  • fix: selected spread ioboxes can now be deleted with backspace when hovered with the mouse

180: 11 04 19

  • fixed background for definition patches
  • Skia ButtonBehaviour now lets you specify which buttons to listen to

177: 10 04 19

  • new setting DocumentAskOnFirstSave sets whether to ask for save location on first document save
  • added "Show Intro Patch" to quad menu, to recall intro patch even if it's not shown on startup
  • reactivated play/pause mode visualization
  • various coloring/theme fixes
  • active tab is underlined (again)
  • definition patches now have a hatched background
  • removed RestructureDocument from patch context menu
  • default count of a collection pin group can now be configured
  • Skia Group defaults to 2 inputs (again)

150:

  • VL.OpenCV now comes with demo patches in Help Browser!
  • fixes for Skia ImageReader and ImageWriter
  • added '-m' or '--allowmultiple' command line arg to allow running multiple instances side-by-side
  • shortcuts are deactivated for patch when Finder box is open
  • several fixes for IOBox drawing and interaction

139:

  • fixes various assembly not found exceptions when using nodes of the Midi category, the Script region or binary serialization: a, b, c

137:

  • fixes problems with pin-editors: a, b, c
  • enables spread-editors directly on pins

134:

  • Info.vl in now called Intro.vl
  • double-clicking .vl files will open with the already running instance
  • Skia renderer goes fullscreen via F11 or Alt+Enter
  • many fixes and tweaks

Apart from the promised and still missing parts, we're aware of quite some little glitches still and will update the download link above periodically. So please check back often and report your findings!

Yours truely,
devvvvs.

joreg, Tuesday, Nov 26th 2019 Digg | Tweet | Delicious 22 comments  

Who deliver, lasal, everyoneishappy, kleinkarriert, analogNative.net
When Sat, Nov 23rd 2019 - 20:00 until Sun, Jan 5th 2020 - 20:00
Where Kraftwerk Berlin, Köpenicker Str. 70, 10179 Berlin, Germany

kraftwerk

Latent Being is the new site-specific installation by Refik Anadol,
pioneer in the aesthetics of artificial intelligence.
The work responds to the cathedral-like concrete vastness of Kraftwerk,
a former East Berlin powerplant. Visitors will walk through the four-chapters of the immersive,
interactive environment, in which data relating to the city,
the architecture and the visitors will be transformed into hallucinogenic,
large-scale LED screen paintings. By using a cutting-edge deep learning algorithm
to create this interactive AI-human constellation,
Anadol challenges our perception of ‘space’ and our relationship with AI machines.

deliver, Friday, Nov 22nd 2019 Digg | Tweet | Delicious 2 comments  

vvvv looks back on a history spanning almost 20-years of wonderful projects. Many are the first of its kind and have influenced and defined trends in creative coding, digital arts, projection mapping, and interactive installations.

Over time we've become so familiar with all of this, we forget that many people aren't.

To address this, we proudly present our first showreel:

This video is even safe to share with your friends.

See credits or Vimeo description for the full list of projects.
Thanks to everyone and happy projecting. We'll probably do this again next year.

Yours,
devvvvs

tonfilm, Wednesday, Nov 20th 2019 Digg | Tweet | Delicious 9 comments  

Who Landesmuseum,Illuminarium,projektil,colorsound
When Thu, Nov 14th 2019 - 18:00 until Mon, Dec 30th 2019 - 18:00

https://illuminarium.ch/en/home-en/

colorsound, Wednesday, Nov 20th 2019 Digg | Tweet | Delicious 0 comments  

Patcher People!

It's been a while since the b38.1 release. But finally we're getting ready to release an update to vvvv beta. Here is the release-candidate, meaning it has all we wanted to add for beta39. We only want to give you a chance to test this with your current projects so we have a last chance to squash any new bugs, you may encounter.

Fancy shading with the new PBR effect contributed by flux

Here are the highlights of the upcoming release:

General

  • We get rid of the term 'alpha' and replace it with the term 'beta-preview' to be in line with gamma and gamma-preview
  • Finally we ship an installer! Just a few clicks and you should have vvvv beta running.
    • Optionally installs the addonpack for you.
    • Still we left good old setup.exe there but renamed it to config.exe, since you don't necessarily need to run it anymore to set things up
    • We're also planning to offer an offline-installer, but only for the actual release (not every preview)
    • We're also keeping the .zip downloads
  • For convenience, by default new patches now save to %User%\Documents\vvvv\beta(-preview)\Sketches. Like this you can quickly find your recently created patches via a new main menu entry: Recent Patches
  • We've added two shortcuts to the main menu:
    • Show Installed Packs: opens explorer pointing to the \packs directory
    • Download Contributions: opens a browser pointing to the contributions page
  • vvvv beta now supports RCP out of the box, which allows you to expose IOBoxes to control them remotely. See the helppatch of Rabbit (RCP) for details.

New nodes

  • WebSocket (Network Client)
  • PBR (DX11.Effects), PBRInstanced (DX11.Effects)
  • PBRTextured (DX11.Effects), PBRTexturedInstanced (DX11.Effects)
  • MaterialPropertiesPBR (DX11.TextureFX)
  • Lights (DX11.Layer PBR)

New in VL

If you're also using VL already, good for you, because here you'll find even more goodies you will benefit from:

Besides those, it is important to understand that with VL you also have access to numerous more libraries that have been released recently. A lot of new packs these days come as nugets. For an overview, see VL packs on nuget.org and you can use them all in vvvv beta, via VL...

Download

vvvv beta39 x64 RC11
vvvv beta39 x86 RC11

Changelog for Candidates:

RC11

  • fixes on bumpy Damper
  • fixed SVGWriter

RC10

  • fixes issue with girlpower\VL\_Basics\ParticleSystem not loading

RC9

  • Press IOBox now releases when left button is click while right-pressing
  • Fixed a bug in OSC nodes
  • Dampers can now be used in loops
  • fixed image tooltip
  • fix on tooltip layout
  • some color operation improvements
  • can now create a node while linking by simply starting to type

RC8

  • updated to latest VL
  • removed a few unnecessary Damper versions
  • fixed time step calculation of Damper (Fast)

RC7

  • Installer finds path to Powershell.exe on it's own
  • VL close dialog lists unsaved documents
  • some minor fixes on VL Damper nodes
  • fix for C# node input pins that access an empty spread

RC6

  • SaveAs inside VL editor back again - node references in v4p should now get updated correctly
  • Fixed a few crashes of VL serializer when dealing with object fields
  • PBR nodes should show up in nodebrowser again
  • SelectNodesDontScroll added

RC5

  • Regions now show timings again
  • Node tooltips now show timings for the current instance
  • Image download from GPU will again happen in AsImage node to avoid breaking changes and potential crashes in existing patches
  • installer adds vvvv folder and process to Windows Defender exceptions

RC4

  • changed AppData location for nugets to \beta(-preview)_{architecture}\nugets
  • removed AppData location for packs again (to be reconsidered after b39)
  • in VL outboxes are working again
  • installer checks and installs DX9 and VC++ Redistributables correctly

RC3

  • Ctrl+P now creates new patch pointing to active patchs directory
  • fixes problem with AsImage (DX11)
  • fixes problem with saving a new patch to \Sketches

RC2

  • adds options to register .v4p and .vl from the installer
  • fixes an issue with the installer popping up config.exe unnecessarily
  • fixes Ctrl+G
  • fixes Keyboard (Devices Windows) Enabled pin
  • fixes global references to .fxh includes for dx9 effects

So please give this release candidate a spin and be sure to report your findings, preferrably in the forum using the "preview" tag, or also just by posting a comment below.

joreg, Wednesday, Nov 13th 2019 Digg | Tweet | Delicious 29 comments  

anonymous user login

Shoutbox

~2d ago

~3d ago

joreg: Everyone go checkout this growing list of #vvvv beta tutorials by Takuma Nakata: https://www.youtube.com/playlist?list=PLK3HDkvkLePS9UKCVw1o_eb09Ocws6Wcr Thanks for those!

~3d ago

evvvvil: "Energy Confinement": Result of Tuesday's improvised live coding session on Twitch. https://www.shadertoy.com/view/WslyDl

~4d ago

m9dfukc: @siyah Yes! macOs support ... more like a distant dream but hey ;)

~4d ago

siyah: such a great news @devvvvs ps.I'm dreaming osx version (:

~4d ago

dottore: Congratulations @devvvvs!!!! :)

~5d ago

ggml: what a treat it is to sample the microdevil_intersect help patch from time to time