Who joreg, sunep
When Thu, Jun 2nd 2016 - 20:00 until Fri, Jun 3rd 2016 - 18:00
Where Platform4, Karolinelundsvej 38-40, 9000 Aalborg, Denmark
The next day we'll be giving a 6h introductory workshop at the same location. If you're curious about getting to know vvvv, this is for you. Details in the Facebook Event.
Come as you are, free admission!
This is to announce proper Spout support for vvvv (finally).
Spout is a realtime video sharing framework for windows. Basically what Syphon is for OSX. It allows different applications that handle video (or textures) to share them. That includes TouchDesigner, Resolume, AfterEffects,... to name only a few. For a full list see the Spout website.
While you've already been able to use Spout so far, it was a bit of a hassle to set it up. Now vvvv ships with two simple nodes which should be all you ever need:
Both modules are also available as DX11 versions.
Internally the sender module uses the new SpoutSender (System) node to register a sender name with Spout. If you're interested in a list of all available senders on your system, use SpoutSenderNames (System).
Available in latest alphas now. Many thanks to the creators of Spout and TCPSpout! Please test and report your findings.
When Fri, May 13th 2016 - 19:30 until Fri, May 13th 2016 - 19:30
Where ART+COM Explore @ Collegium Hungaricum Berlin, Dorotheenstraße 12, Berlin, Germany
The Creative Code Stammtisch is an open conversation between artists, makers, designers, coders, performers, learners and anyone interested in the use of computing skills for artistic expression. The event is free and open to all, regardless of age, origin, gender or experience. Beginners and first-timers should feel especially welcome!
hoping to show some VL at todays creativeCode meetup in berlin. anyone up to join and show everyone what you're patching with?
Good news for those of you who often work with nodes in the RAW category. The general performance overhead has been reduced by quite a bit in the latest alpha version of vvvv. The respective commit can be found here.
This was achieved by an internal change to work with the IStream interface directly, instead of wrapping it in adapter classes, exposing it either as System.IO.Stream to .NET or TStream to Delphi. So a downstream plugin node will now have direct access to the upstream stream output, instead of going through an internal adapter class.
In case you write your own plugins and you want to keep the overhead as small as possible create your own custom Stream class, which implements the before mentioned IStream interface - for example have a look at the ComStream.*.cs files here and nodes making use of it here.
When Sat, May 14th 2016 - 10:00 until Sun, May 15th 2016 - 18:00
Where telenoika, barcelona, Spain
Hola gente !
El proximo fin de semana hago un taller en telenoika barcelona acerca de vvvv y ableton live. como trabajar con ambos Softwares.
Son dos dias intensivos y la idea es trabajar en conjunto tanto gente que haga musica con quien haga visuales. Si sabes de vvvv aprenderas ableton y viceversa.
Si estan por barcelona vengan !
This weekend im giving a 2 day workshop about Ableton live + vvvv. How to work with both software. If you know one you end the workshop learning the other and viceversa...
If youre around, join us
When Sat, May 28th 2016 - 14:30 until Sat, May 28th 2016 - 15:30
Where The House of Polish Culture, Naugarduko str. 76, Vilnius, Lithuania
I'll be showing some all about projection mapping tools made with vvvv during a talk at this year's CG Event in Vilnius.
Check their full program:
CG Event 2016
Hope to see some of you there!
previously on vvvv: vvvvhat happened in March 2016
again. apparently a lot happened in april. so lets get right to it:
now this is how you make and document a project. only he forgot to upload it to our gallery, so i'm afraid only 90 out of 100 points. it apparently was a bachelor thesis by thomas mayer at the Hochschule für Gestaltung Schwäbisch Gmünd). more details on his website.
but there's been more:
i've been recently reminded of this little gem by Grosse8:
but also i want to make sure that everyone is aware of Spout. available now for at least 2 years it allows you to share dx9/dx11/opengl textures between different programs on windows, like: max/msp, touchdesigner, resolume, afterfx,... see a full list of supported programs on their website.
latest vvvv alphas come with ready to use modules: Spout (DX9 Sender) and Spout (DX9 Receiver)!
und die kunstuniversität linz sucht eine/n UniversitätsassistentIn - Schwerpunkt Interaktive Medien
about a year ago we boldly demoed VL. and now it still hasn't made it out of alpha. zzzz. wherever we show it, people who get it, get it very quickly. and they can't wait to getting handson with it. but we're still a bit cautious in recommending to use it, because we're just not there yet to allow everyone have a great initial experience. so please use it already if you're bravvvve but still wait if you like things a little more polished. latest news are always here: vl
gregsn, azeno and dominikkoller just came back from a 3 day workshop at this years resonate festival. their report comes with a link to the github repository that has the game they created with the participants.
thats it again. and as always: if i forgot anything please add it in the comments. happy patching in may!
When Sun, May 1st 2016 - 17:00 until Sun, May 1st 2016 - 17:00
This vveekend we will dive deeper into the topic of machine learning and show you some examples of doing classification tasks from inside VVVV using the MachineLearning pack. Machine Learning can be supportive for your work in many different ways, especially for recognizing stuff from data automatically. This can speedup many creative processes as you don't have to spend hours to get to know your data but just let the computer do the work for you.
Some theoretical background of what is actually happening here inside will be provided along on the way and help you to get a deeper understanding of the idea of where Machine Learning can actually be useful for you.
Join us at 5PM CEST tomorrow (Sunday, 1st May) at
We had a 3 day VL workshop at resonate (belgrade) and this was just plain fun! In fact when thinking about that event some weeks ago i was still quite frightened by the idea of talking VL for 3 days straight. VL is still in an alpha phase and therefore sometimes harder to explain than you would want to. Of course it's less didactic if you need to also teach to work around glitches...
But then, just in time before the workshop, we remembered what learning a new system is about. It is about understanding how to apply it for "real world problems", so we made up a "problem" which we worked on as a team.
Our problem we named VLOsmos, after the game that we wanted to clone: Osmos.
The goal of the game is to get to be the biggest bubble. You get bigger by eating smaller bubbles. But beware of getting eaten by a bigger one. To prevent this you sometimes need to flee, by accelerating into a direction. But alas by accelerating you loose mass, very much the same way a rocket does. You emit small bubbles... So you get smaller by changing direction, but you have the initiative which helps you get bigger earlier than others...
So our idea was that we actually want to work, and not do frontal teaching so much of the time. So we split up into three teams.
Every team had a helping hand (there were Elias, Dominik and me) and each team got one VL document to work on. We split up the work like this:
The controller team was responsible to hand over controller data to the game logic team. They also got the world state of the last frame from the game logic department. Here is what they did: They allowed to slip into the next free bubble and control it via mouse. I also saw this working with two mice (or track pad and mouse). But they also allowed to create several A.I. instances that slip into one of the next free bubbles and controlled them based upon the bubble world around the respective controlled bubble: try to accelerate into the direction of smaller bubbles (if those are not too small) and also run away from bigger ones...
The game logic team did the core logic of the game:
The display team was there to make it look nice. They got a description of the world with all bubbles and all currently happening collisions. For each collision a new collision effect got created, to have a bit of VL typical lifetime management in there. But in the end the display team also had to get the data back into vvvv to do the rendering here. Luckily this was obvious from the beginning and we found a way so that everybody got her/his amount of VL treatment.
We did not only work on a real project, but also had a try on how to synchronize the work of typically ten people, all working on the programming department of that project.
So we solved that by separating the job into those 3 main blocks and designed the interfaces between them = the types of data that flows between. In VL terms we created the data types "World" and "ControlData", which we put into a core VL document that every other VL document could reference.
After sketching the rough game structure and the interfaces in between each team had its own VL and vvvv document. We synchronized via a public git repository: https://github.com/gregsn/ResonateVLWorkshop
All in all we basically had a proof of concept regarding lifetime management and object oriented dataflow programming with VL embedded in a vvvv project.
was about visual programming, its roots, sister projects, push and pull based dataflow, synchrnonous and asynchronous dataflow, object orientation, control flow via regions within a strict language and the playful culture and work environment where vvvv got created.
We also had a look onto the game that we created. The presentation was patched in vvvv for easily embedding video playback and game.
When Sun, Apr 24th 2016 - 17:00 until Sun, Apr 24th 2016 - 17:00
motzi released his Machine Learning pack during NODE15 so if you want some refreshment about it join us in the next vvorkshop!
We had a misunderstanding over the dates with motzi. the workshop will be on sunday.
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