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Patchers of vvvv!

We've been meaning to share this with you for a while now. It bugs me that it took us so long, because we're using it internally for a few years already, but better late than never... And most of you will not even find it that exciting but everyone should understand that this is an essential thing to improve the stability of vvvv over time:

Test Patches

In order to prevent certain bugs from resurfacing again after they've been fixed, vvvv has a test framework. The framework consists of a couple of nodes and a simple template that test-patches have to follow to test for a specific known bug. Everytime the vvvv build-server creates a new alpha-vvvversion it also runs all available test-patches. If any of the test-patches fails, the build is not being released and the devvvvs are being informed about the problem.

The template for test-patches
to be found in \lib\nodes\Template test.v4p
in latest alphas and betas >= 35.4

Please help us

By providing such a test-patch for bugs you find in nodes that come with vvvv or the addonpack you can help ensure that this particular bug will not resurface again after it has been fixed once.

Basically creating a test-patch is not more difficult than creating a help-patch. The Test Framework page explains everything in detail and of course please let us know if you have any questions.

What about vl?

Yes, our buildserver is also running test-patches for .vl already. We'll let you know how to contribute to those when we're opening up the contributions for VL libraries.


So from now on whenever you're writing a bug-report in the forum please consider demonstrating the bug with a test-patch in order to help us identify the problem quicker and also make sure to prevent it from resurfacing again through other seemingly unrelated changes.

joreg, Wednesday, Mar 15th 2017 Digg | Tweet | Delicious 2 comments  

previously on vvvv: vvvvhat happened in Jannuary 2017


and there it was already over, weird february..

in our quest to arrive at a more regular release cycle we gave you vvvv 50beta35.2 just about a week ago. it doesn't come with much new stuff but since it has a lot of little fixes it is definitely the version to use now.

vl is going strong. at least on our side. but also more and more of you are eager to get into it as we can see in related forum questions. the discussions there already proof to be valuable sources of knowledge, so we're collecting a few interesting ones for you here:

aaaaand the quickfancypix are spoiling you with a recording of their latest workshop about vl held by elias and tonfilm

Jobs

vvvv/vl skills are in high demand, so get your acts together and apply for one of these:

Contributions

three new:

Supernoodle by mburk

a few updated:

Gallery

REPITCH01LP by StiX plus writeup. Excellent!

The Mylar Topology by Paul Prudence plus article on creativeapplications not so bad either..

And quite a few more recent entries to our gallery. Keep them coming!

EOL.


Anything to add? Please do so in the comments.
Gut Patch!

joreg, Friday, Mar 3rd 2017 Digg | Tweet | Delicious 0 comments  

You asked for it. And we have heard you.

So we captured the last VVVVORKSHOP about VL hosted by Tonfilm and Elias and you can watch the Youtube-playlist here:
https://www.youtube.com/playlist?list=PLG540xv6kfGFIXYVV_hmOZ4U0lGgDuA11

Tonfilm and Elias talked about VL in general and its advantages and guided step by step through a handfull of examples including topics like Loops in VL, Autonomous and Interactive Agents, Connect All, Delegates, VAudio in VL and a lot more.

And we've opened this forum thread for any VVVVORKSHOP II - Video Documentation related questions:
https://discourse.vvvv.org/t/discussion-questions-vvvvorkshop-ii-about-vl/14814

Happy binge watching!

Yours truly,
schnellebuntebilder

timpernagel, Thursday, Mar 2nd 2017 Digg | Tweet | Delicious 1 comments  

We got more feedback on VL since beta35 and we are really really happy about that! It's true. True!
And since you know how much we dig VL, you will believe me, even though i did everything to sound silly. Besides, also some vvvv issues were reported.

While this is not meant to be the biggest release ever, we still took the chance, addressed some of them and dropped the improvements into a maintenance release, just to make sure to get back to a faster release cycle.

Besides all the fixes that actually make you want to use this release, here are some additional small features:

  • vvvv: Patches/modules can now be cloned like plugins via ctrl+click in nodebrowser.
  • VL: Drag a link and a point will be inserted.
One note on this version for users that already used VL: We took the chance to do small modifications of the model. When saving your documents with this new version this will result in VL files that beta35 can't read. So please test your project with the new vvvversion, make sure everything runs fine and try to not to return to an earlier version. We'll try to keep the model more stable in the future.

Irritainment feature and puzzle of the day "Partial Type Annotation":

Partial Type Annotation. You'll get it exactly when you need it and not before.

Check out the Change Log below!
Have a lovvvvely day, yours devs

EDIT: this is a hot fix for beta35.1, thanks eps for reporting, sorry for the inconvenience.

gregsn, Tuesday, Feb 21st 2017 Digg | Tweet | Delicious 3 comments  

released on 22 02 17

Fixes

  • removed Box2d to allow an independent release cycle
  • Database Select nodes now make sure to not create field-pins with names conflicting with reserved pin-names

EDIT: this replaces the 35.1 release

gregsn, Tuesday, Feb 21st 2017 Digg | Tweet | Delicious 2 comments  

It's been a little while again, but here it is, new Directx11 version.

There are many changes around, so I'm not too sure where to start.

First thing, versioning has been updated, no more alpha/beta, that joke about "software is always beta" made it's time, but as we say, shortest jokes are the best, and for many users that sounds pointless and confusing, so now build is adopting a more formal version naming eg : release, with beta and alpha being used for in between releases.

Second thing, build system has been reworked and now uses a build server, which allows direct update to git releases, so users who want to try out early releases can do so much more conveniently viahttps://github.com/mrvux/dx11-vvvv/releases

No more need to build the pre releases yourself.
This also means that users can expect more frequent releases.

Second thing was in the list for a long time, interface has been changed (basically
IDX11ResourceProvider and friends have been replaced by IDX11ResourceHost version and friends. Removing IPluginIO is necessary as it creates some major issues going forward (and never got used anywhere inb the codebase anyway).

For this release ResourceProvider is working alongside Host (it is now marked as deprecated and will be removed from git version pretty much as soon as I finished this post.
Sadly, LayerProvider could not be made to work alongside Host version, so those have been removed already. From what I know there's no custom plugins using it (or they already move to new interface), so on a user perspective there should be no transition issue.

As usual, I think I should have a ready to paste version, and maybe an auto bot to reply in forums, bugs are to be submitted herehttps://github.com/mrvux/dx11-vvvv/issues

Ok now let's go past those (boring) announcements details and go through what every user wants eg : What's new (and download obviously)

Internals:

  • First general shader node internals got reworked, removing some non necessary pipeline calls, and pin system got updated to moved to mave a lower api footprint as well. Also have some new specific optimization if same geometry is renderered several times). So now Layer shader nodes go from faster to much faster.
  • Shaders also now allow multiple passes: This comes at the restriction that Vertex shader input in every passes have the same signature. See girlpower example (misc/multipass)
  • Fix 64 bits depth format (even if it is rarely used)
  • Effect pass can have topology annotation: Since some shaders expect a specific opology and nothing else, this can now be set at pass level (and avoid some subtle bugs) See girlpower example (misc/topology)
  • New shader semantics (SIZEOF and INVSIZEOF), which allow with a ref annotation, to point to a resource variable. Runtime will auto set this to Resource size. See: girlpower/misc/referencing_variable

New Nodes (or new options in node):

  • Renderer (DX11 TextureSpread): Allows to render to a spread of texture (so you can use various resolutions and formats for each view/projection slice)
  • Text (DX11.Geometry) : Don't think I need much explanations for that one
  • Viewport (DX11.layer Indexed) : Sets a new viewport depending on camera index from renderer.
  • Zip (TextStyle) + bin version (user:sebl)
  • Renderer (DX11) : Now has a flip sequential pin, which allows to handle eventual tearing issues, see girlpower/misc/flip_sequential
  • All platonic solid: Radius pin
  • World (DX11.Layer) Allows to move a whole layer while preserving Camera (View), this is also set in shaders via new semantics : LAYERVIEW, WORLDLAYER, WORLDLAYERVIEWPROJECTION ...
  • ViewProjection (DX11.Layer) Spreadable, can repeat a full scene with a different camera.
  • Anisotropic (DX11 Sampler) : Anisotropic sampler preset
  • Enabled (DX11.Layer) : Blocks both render and evaluate is disabled. Same as group does, but lightweight.
  • TextFormat(DirectWrite.Advanced)
  • Kinect2 (Devices) : Depth Camera Intrinsics pin (user:id144)
  • PixelData (DX11.Texture) : Reads raw pixel data in a stream, no image conversion (can perform stride copy if wanted though).
  • DynamicBuffer (DX11.Buffer Raw) : Raw buffer from stream type
  • DispatcherX DispatcherXY (DX11.Drawer) : convenience nodes for 1d/2d dispatch, which does thread group calculations (avoid to replicate this everywhere)
  • BufferData (DX11.RawBuffer) : gets raw buffer data as a stream.
  • TextSettings (DX11.Advanded) Allows to create a different text engine, specially to allow large text (see girlpower/misc/large_text)
  • InputElement (DX11.Geometry Preset) common input element presets, to use along gsfx and to avoid repeating those over and over again.
  • TemplateComputeBuffer (DX11.Effect) : Template to quickly get started writing to a buffer in Compute.

Fixed Nodes:

  • Info (Assimp.Mesh) : spread indexing was broken
  • Cylinder (DX11.Geometry): Radius issue
  • Text styles had an issue in spread cases (user:sebl)
  • GetSlice (DX11.TextureArray) : Fix some potential error on delete
  • GetSlice (DX11.DepthTextureArray) : Fix some potential error on delete
  • VideoIn (DX11.DShow) : Fix some potential error on delete
  • Renderer (DX11) : Accepts key presses again (user: azeno). This was disabled long time ago due to some silly vvvv core Beep issue.
  • All Readback (StructuredBuffer) can read any structuredBuffer (not only ones from renderers)
  • Vlc (DX11.Texture 2d) reports file as invalid if they are parsing late, instead of potential crash.
  • Add DynamicBuffers (structured versions) : Have a different upload mode Dynamic/Default/Immutable, to eventually improve performances depending on usage (for example, a static buffer should be set as Immutable and Apply set to false asap).
  • Renderer nodes now have a new Depth buffer mode eg: WriteOnly. In case you do not need to read depth buffer, this should be the new default (does not expose an output pin). On newer cards this allows graphics card to improve performances.

Examples:
Lot of new examples and help patches (20+ from Assimp, Semantics...)

So for users who did read all and did not scroll hear (or just skipped and went straight into contribution page):

Download here:
directx11-nodes

vux, Monday, Feb 6th 2017 Digg | Tweet | Delicious 7 comments  

previously on vvvv: vvvvhat happened in December 2016


...and already 1/12 of 2017 has passed, but not idle! we first gave you the numbers of 2016 and then opened the store. devvvv-whise you got an intro to networking and async patching with vl and an outlook on the road ahead plus our first 3 video-tutorials to get you started with vl:

in latest alphas you can also already enjoy these new gems:

  • an example of how to patch multitouch in vl: girlpower\VL\Animation\MultiTouch
  • new midi-file reader nodes: MidiFile (Midi) and MidiTrack (Midi)

and then there've been a range of interesting forum-threads that got nice solutions with VL:

Contributions

3 new: 7 updates:

and one documented:
microdee gave an update to his md.ecosystem in a new edition of the vveekend vvorkshop videos

Teasers

mburk is teasing us with a dragon

while guest offers some cookies noise-machine-0 and a bb-1...

The HAP Video Player Situation

for years this was high up on the wishlist of many vvvv users: a node that would play back HAP video files. and suddenly there are two solutions on the horizon:

  • github user arronsmith has shared a repository with a c# implementation
  • lev is running a crowdfunding for a HAP video player node, see this forum thread: Funding Hap video playback solution. in a move of cool the m-box people apparently made a financial contribution so that the crowdfunding now only needs to unlock the availability of the node for non-commercial use! see the thread for details..
m-box, the cool kids

Gallery

must-watch of the month was the projections for the opening of the elbhilharmonie in hamburg with contributions by vvvv allstars schnellebuntebilder, quadrature, intolight, madhat and lasal. here is a good video summary of the event.

restless colorsound has nicely documented the three last works he made together with CPP Studios: zf-hda-table, zf-ces-2016-concept-cockpit and abb-–-yumi-automatica-2016

and if you want to see something sick, here is what nsynk have been working on: a live AR show


Anything to add? Please do so in the comments.
And have a happy new patch!

joreg, Friday, Feb 3rd 2017 Digg | Tweet | Delicious 2 comments  

Who Sabrina Verhage and Carolien Teunisse
When Sun, Feb 19th 2017 - 12:00 until Sun, Feb 19th 2017 - 17:00
Where FIBER, Tolhuisweg 2, 1031 CL, Amsterdam, Netherlands

Spread the word: Creative Coding Amsterdam is teaming up with Creative Coding Utrecht to share knowledge!

Sabrina Verhage and Carolien Teunisse will teach the basics of vvvv in a sunday afternoon on the 19th of February.

https://www.facebook.com/events/366263613742516/

Lucidlien, Friday, Feb 3rd 2017 Digg | Tweet | Delicious 0 comments  

Who schnellebuntebilder, tonfilm, elias
When Sat, Feb 11th 2017 - 12:00 until Sat, Feb 11th 2017 - 18:00
Where schnellebuntebilder, Rudolfstr. 11, Berlin, Germany

Hello again,

Our vvvvorkshop series will continue.
This second session will be aimed at beginners - in VL.
Yes, you read it right, this time we will dive into the next level of visual programming. Tonfilm and Elias are so kind to guide us through all kinds of object oriented spreading strategies and will teach us new ways of solving common patching problems.

What do you need to bring?

  • Windows laptop running vvvv
  • Please Install the latest version of vvvv and the AddonPack.
  • If you encounter any problems installing vvvv please contact us before the workshop
  • ( It’s fine to share a machine with two people, this is a good way to learn. )
  • 3 Button Mouse

There will be a fee of 20,00 € per attendee to pay for the room, we are booking for this workshop.
If you consider yourself a professional patcher or your company sends you here to become one, we use T.R.U.S.T here to encourage you to ask for a professional fee which is 200,00 €.

DATE 11.02.2017
TIME 12am - 6pm (resp. beer o’ clock)
LOCATION Berlin, Rudolfstraße 11 - Friedrichshain
https://goo.gl/maps/9D9u36WihDJ2

Please sign up here:
mailto:vvvvorkshop@schnellebuntebilder.de

Your’s truly,
schnellebuntebilder

Follow Us
@vvvvorkshop
www.schnellebuntebilder.de

sebl, Friday, Feb 3rd 2017 Digg | Tweet | Delicious 7 comments  

previously on devvvvlopment: vl-networking-and-async


With beta35 (including VL) out in the wild and people apparently starting to use it (see forum threads about it) we're quite happy with the feedback so far. We know of people already including VL in their daily patching and getting the hang of it. Others are still more cautious and are waiting for better documentation or are hoping for node17 to open their eyes. All fair enough, no pressure.. in any case the question is of course:

What next?

One of the many aspects that vl will be different when compared to vvvv is its node-library. In vvvv we have a closed-source base-library (written in delphi and closely bound to the vvvv core) plus a wide range of open-source nodes including community contributions (written in c# via a plugin-interface). For vl we'll still distinguish between a base-library and the rest, but all libraries will work the same way, ie not be bound to the core. And not even need a plugininterface. And be open-source.

So from the beginning in vl we separated core from libraries and already have a git-repository including all of VLs libraries organized in neat packages (as you can basically already see in your beta35\lib\packs) that we're ready to open. Why haven't we done so already? Well, by releasing library source-code we're kind of committing to a style that everyone should be able to use to write nodes for vl. Therefore this is really a crucial part that we simply wanted to give a second look.

Jump to 49:55 for: Defining Nodes

Remember when at node15 we teased how to define nodes for vl? Everything already felt fairly simple indeed. The typeimporter, a breeze. As mentioned in previous blog-posts we've been continuously importing libraries ourselves since then and noted a few things that we needed to improve to make the workflow for future library developers even more convenient.

So this is what we're reworking at the moment and what we hope to be releasing soon:

  • the complete vl node library as open-source
  • documentation on how to import/write your own nodes/libraries for vl
  • documentation on how to package your libraries for consistent distribution

This will reduce the barrier for developers enormously because everything they have to do to contribute to the vl nodelibrary, will be very little vl-specific and very close to what any c#/.net developer is doing anyway.

Other than that our focus until node17 will continue to be the integration of vl with vvvv, improving documentation and adding the one or other smaller feature. So, that at node17 we have a strong foundation to teach on and hopefully even already some new, contributed libraries..

Until the next update,
good patch!

joreg, Monday, Jan 30th 2017 Digg | Tweet | Delicious 3 comments  

anonymous user login

Shoutbox

~3d ago

skyliner: the vcard page is assembled by personal settings + user page

~3d ago

lasal: thank you guys but this is to edit the user data, i don't find how to edit the vcard

~3d ago

CeeYaa: @lasal - haha nice - I think it's funny - you should keep it ;) to change - HOME-SETTINGS - PERSONAL SETTINGS

~3d ago

skyliner: @lasal: here?

~3d ago

lasal: who knows how to edit the vcard?

~3d ago

joreg: get started with #vl with this first part of a series of "vl for vvvv users" tutorial: https://discourse.vvvv.org/t/vl-for-vvvv-users-key-differences-1-5/15919 #vvvv

~3d ago

joreg: speak japanese? this looks like a great resource for #vvvv tipsntricks: https://qiita.com/advent-calendar/2017/vvvv