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This was long overdue. While patching with vectors it happens quite often that you have to convert from 2d to 3d or vice versa. Until now you had to create the appropriate vector join/split nodes and connect the components with each other. this is history. the new swizzle nodes should cover 90% of those cases.

And while at it, the vector join/split nodes got a rewrite and are now 4-5 times faster.

Try it out in the latest alpha build and report the bugs as usual.

best,
dvevvsv

tonfilm, Thursday, Oct 31st 2013 Digg | Tweet | Delicious 3 comments  

Announcing a random new feature: ctrl+F10 to toggle debugging spreadcounts

A link can have any of 4 styles:

  • dotted: when carrying ø
  • normal: when carrying 1 slice
  • thin: when carrying a slicecount less than half of the patchs maximum spreadcount
  • thick: when carrying a slicecount greater then half of the patchs maximum spreadcount
  • fat: when carrying the patchs maximum spreadcount

We hope this to be specifically usefull when teaching beginners about spreads or hunting for large spreads or ø.

Available now in latest alpha builds

joreg, Tuesday, Oct 22nd 2013 Digg | Tweet | Delicious 6 comments  

holahola,

this is to update you on some recent fixes on boygrouping. As has been pointed at in this thread boygroup-(critical)-bugs there've been some unresolved buggers after the transition to a new networking library vvvv had to undergo with the all the unicode/64bit updates for beta29.

Here's whats fixed:

  • clients/server can again be started in any order and will find each other
  • clients again try to reconnect periodically when they lost connection
  • a memory leak that kept a copy of each graph-dump for each client is closed

There is a thing though that may cause troubles but has to be solved patchwise: By default vvvv sends value-changes in the graph via udp but switches to sending via tcp if a message is too large (ie. a spreadcount too high). Please read the updated section boygrouping basics#warnings to understand how to detect those bottlenecks and how to deal with them.

Those fixes should get your boys back n'sync.
Please check the latest alpha builds for those changes.

joreg, Thursday, Oct 10th 2013 Digg | Tweet | Delicious 2 comments  

dear commercial users of vvvv,

it has been brought to our attention that you're looking for a way to protect your precious patches from some untrustworthy bunch.

для Вашего большой бизнеса

as announced during the keynode at node13 such a system is now in place and ready for testing. interested parties who are owners of an active (not older than a year) vvvv license please send an email with their postal address to licensing@vvvv.org to apply for a test-dongle. you'll then receive further instructions.

pricing and public availability still to be announced.

joreg, Friday, Apr 26th 2013 Digg | Tweet | Delicious 5 comments  

vvvv contained two RS232 nodes, both with different pros and cons:

  1. RS232 (Devices) shipped with the core package
  2. RS232 (Devices Spreadable) shipped with the addonpack
    • + spreadable
    • - used datatype String

apart from those differences both of them didn't output the DSR, DCD, CTS, RI and Break states as requested by reaktant in this forum post.

we therefore decided to make the previous two nodes legacy (not breaking existing patches) and rewrite the RS232 node as a plugin with all the features of the two previous nodes combined:

  • uses new datatype RAW
  • fully spreadable
  • allows setting of DTR, RTS and Break states
  • returns DSR, DCD, CTS, RI and Break states

the new RS232 (Devices) is now available for testing in the alpha versions of vvvv >= 29.5.

Elias, Wednesday, Apr 17th 2013 Digg | Tweet | Delicious 4 comments  

the mouse and keyboard nodes of vvvv have seen a complete rewrite in the lastest alpha version (29.4). their interface (in- and outputs) and behaviour is still the same, but under the hood they work differently:
up till now vvvv installed a so called system wide global hook on startup which rerouted mouse and keyboard messages from other processes to the vvvv process.
for reasons beyond the scope of this blog post, this caused random freezes of vvvv or even crashes of other processes. another issue was that it only worked with one vvvv instance at a time.
with the new nodes we got rid of those global hooks. in case of the window versions of the nodes we use a much safer technique called subclassing and in case of the global versions the keyboard and mouse states are retrieved at node evaluation.

hopefully this change shouldn't affect the user at all, if it does, please report in our alpha forum.

what's probably also worth mentioning is that the mouse nodes now output the state of XButton1 and XButton2.

to plugin developers:

  • if you're writing a gui-plugin (eg. a renderer) and want the window versions of the mouse and keyboard nodes to work with your plugin, implement the new interface IUserInputWindow where you return the window handle of the control which has focus. for an example have a look at the source code of our svg renderer.
  • MouseState uses the System.Windows.Forms.MouseButtons enumeration now.
Elias, Friday, Apr 5th 2013 Digg | Tweet | Delicious 3 comments  

Made a little cleanup of the midi output modules.

Renamings:
MidiCtlOut (Devices) -> MidiControllerOut (Devices)
MidiPgmOut (Devices) -> MidiProgramOut (Devices)

There were two midi note out modules, i renamed one to MidiNoteOut(Devices Bang), check the help patch to see the difference between the two.

And the two MidiControllerOut modules are merged, it has a bool to enable the send on change behavior.

All modules use midi channels 0-15 now.

This might break some midi patches of you. very sorry, but its clean now.
If you encounter any problems, please check the midi channel and whether you have the correct module loaded.

happy midi,
tf

tonfilm, Monday, Jan 28th 2013 Digg | Tweet | Delicious 0 comments  

As you know, the devvvvs never sleep and constantly come up with implementations of random stuff, which you have to catch up with.

We have been accepted as one of the first who get a free development version of the Leap Motion device. The device is not yet available, but if your lucky and also got one, you can use it with vvvv right away.

Leap will ship another 10k dev devices in the next week, you might be lucky. apply here:http://developer.leapmotion.com

Otherwise this is just a public announcement that the Leap SDK found its way into our code base.

tonfilm, Tuesday, Dec 18th 2012 Digg | Tweet | Delicious 16 comments  

finally,

after quite some months in development and testing we are happy to announce the availability (in alpha builds) of Player (EX9.Texture). It was developed in collaboration with and initiated and sponsored by eno | nsynk.

The idea was to have a professional/highperformance alternative of playing back videos based on stacks of images instead of video files. The node is quite versatile/spreadable and does the heavy datahandling a background thread. Check its helppatch for instructions.

joreg, Tuesday, Dec 18th 2012 Digg | Tweet | Delicious 10 comments  

oui..

vvvv has finally arrived in the age of 64bit computing. to you this means you can finally use all of your PCs memory. to us it means we have to maintain two builds now. but nevermind. service is our success.

so basically "out of memory" messages should be out of our memories (cheese us!) soon and content/texture heavy vvvv-applications ahoi. in theory due to the compilers use of SSE2 instructions things should be generally faster as well..but we already noticed this doesn't seem the case just yet. generally.

now available from: alpha builds

and of course every beauty has its beast. so here is a list of a couple of things that are not yet (probably never will be) working in the 64bit builds:

missing from core

missing from addonpack

most of the addons already work with the 64bit build. below is a listing of those which still need some treatment. chances are good that we'll get most of them to run..given some time.

need some bugging towards vux

  • Assimp
  • Bullet
  • Box2d
  • Bass
  • StructureSynth
  • MSKinect
  • FitEllipse, MinimumAreaRect, KMeans
  • all of his EX9.Geometry nodes

some devices

  • all Phidget stuff
  • LD2000 (Devices)
  • LinBus (Devices)
  • RS232 (Devices Spreadable)
  • NWTouchData (Devices NextWindow)
  • SpaceMouse (Devices)
  • Tablet (Devices Wintab)
  • uEyeCam (Devices)
  • WiiMote (Devices)

misc

  • Ssh (Network)
  • Arduino
  • OpenNI
  • FileStream (EX9.Texture VLC)
  • FileStream (Irrklang)
  • HTMLTexture
  • Flash (EX9.Texture) (RIP)

developers

when you want to debug 64bit stuff use:

 scripts/fetch-binaries --platform=x64

in the bash to get the according executables and in the Addonpack.sln set the Configuration to x64.

joreg, Tuesday, Nov 20th 2012 Digg | Tweet | Delicious 8 comments  

anonymous user login

Shoutbox

~15min ago

joreg: Don't forget: This months #vvvv meetup in #berlin is happening on the 27th: 12-berlin-vvvv-meetup

~16min ago

joreg: @u7 @CeeYaa, we're investigating this...

~2h ago

tonfilm: Under the hood: We switched from #SharpDX to #Xenko math. vl-switch-to-xenko-math VL vvvv #visualprogramming #dotnet #creativecoding

~7h ago

CeeYaa: haha it was frozen for 10 seconds when I send this Shout before - using Firefox

~7h ago

CeeYaa: hui really slow speed on MainPage, Contributions ... speed in Forum quite OK

~9h ago

u7angel: mmm, the site is really slow now.

~19h ago

joreg: PSA: and we're back!

~2d ago

joreg: PSA: Thursday night starting 11pm CET vvvv.org will move servers. If all goes well we should be back soon after.

~3d ago

joreg: But first: This Friday in Berlin: Join our full day "Getting started with Generative Design Algorithms" workshop https://nodeforum.org/announcements/workshop-getting-started-with-generative-design/

~3d ago

joreg: In #Linz for #ArsElectronica? Join us for a free 2 days #vvvv workshop sponsored by businesses/responsive-spaces-gmbh Apply here: 2-day-gamma-vvvvorkshop-at-responsive-spaces-in-linz