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And here we are, another fresh DirectX11 release, which gives a nice 1.3 bump.

  • - Begin Small Update (1.3.1) :

Two small issues decided to hide themselves in latest 1.3, and since they are annoying enough they deserved a quick fix and a 1.3.1 bump:

  • Group (DX11.Layer) and Enabled (DX11.Layer), when disabled and stacked, could cause some upstream nodes to fails, and then preventing render of next groups in line. This is now fixed
  • TextureFX, with it's latest update, had an eventual issue when patch starts in disabled mode and would not recover from it.

Also since it got implemented, TextureFX shaders that can use "wantmips" now do so (Edge, Blur, BlurDirectional, BlurGlow, BlurPerfector, DistortFlow, DropShadow, UnsharpMask)
.They are all faster in that scenario.

  • - End Small update 1.3.1

For impatient people, here are release highlights:

Texture FX

  • Technique is now spreadable (you can now build some really nice effect banks)
  • Reflection is now performed only on compile (no technique swap penalty), and general better runtime performance.
  • Now technique can have the annotation : wantmips , this avoids to make your own mip pass (runtime will do it for you, and will only do so if input texture requires it).
  • New pin "Preserve On Disable" (spreadable). This allows (When Enabled pin is off), to keep last frame result instead of routing input.

For spreadable technique example, see: girlpower\misc\texturefx_technique_spread folder

Render States

  • Presets internal handling is now less error prone and faster.
  • New blend state presets : MultiplyAlpha, ReplaceAlpha , BlendDestination
  • Several new nodes that allow to modify individual parts of a render state without touching the rest (DepthClip, Wireframe, EnableScissor, AlphaToCoverage

Other

  • New DrawFullScreen (DX11.Layer) : does a standard full screen draw, all ready to go
  • New texture array routing nodes (Search for GetArray), contributed by sebl
  • Renderer (DX11) now outputs input device objects, as well as states, contributed by tebjan
  • Several new convenience Bullet nodes
  • FrameDelays got a fix which was not releasing memory when deleting the node : Also they now block upstream evaluation when disabled (and have auto evaluate flag on)
  • New documentation pages inhttps://github.com/mrvux/dx11-vvvv/tree/master/Docs . For now full semantics and annotations reference.

Patreon and Supporting DirectX11 development

I of course wanted to say thank you to people who did either a Patreon subscription, or by doing private yearly invoice.

There is now an About (DX11) node, which has the names of all Contributors and Supporters.
http://www.patreon.com/mrvux

Next

For next release, the main aim is to upgrade to latest version of Assimp (and it's c# wrapper).
This will allow to import the newly supported formats (gltf), and use more complete wrapper version (specially for loading options).

Please note that latest Assimp binaries will be incorporated in next alpha build (github).

Full Changelog

  • Submodules are now http, which should help for clining entire repository (ssh would fail on forks)
  • Added About (DX11), which contains version number, contributors and supporters information
  • Framedelay (2d and 3d) were not disposing resource when deleted from patch.
  • Framedelay (2d and 3d) now also start render graph (as part of update stage), and do not evaluate upstream anymore when disabled.
  • New blend state presets (available in Blend and Renderstate nodes) : MultiplyAlpha (only multiplies alpha channel, leave color as it it), ReplaceAlpha (leave color and set new alpha), BlendDestination (uses alpha in the render target instead of pixel shader ouput as factor, for opacity masks).
  • Add EnableScissor (DX11.RenderState) : Allows to modify state to enable scissor, without touching the rest.
  • All state nodes now use static enum instead of dynamic string based version, which increases performance for those nodes (no more lookup needed).
  • Add DrawFullScreen (DX11.Layer) : as in title , a fast version instead of using module
  • Gesture (Kinect2.Microsoft) : Fix issue when rceiveing frame and no skeleton is reported (which could happen sporadically)
  • Add GetRigidBodyCustom(Bullet) : Allows to get custom pin of a rigid body.
  • Add BoxContainment(Bullet Rigid.Filter) : Allows to filter rigid body list if they are inside or outside a bounding box.
  • Add SphereContainment(Bullet Rigid.Filter) : Allows to filter rigid body list if they are inside or outside a bounding sphere.
  • GetConstraintDetails(Bullet) : Now outputs related body.
  • Gesture (Kinect2.Microsoft) : Now allows to specify user index manually, instead of using first found skeleton as before.
  • Renderer (DX11) : Now has output for events as well as state for user input (mouse, keyboard and touch), contributed by @tebjan)
  • GetArray (DX11.TextureArray), allows "GetSpread" in texture arrays, contributed by @sebl
  • GetArray (DX11.TextureArray BinSize): same as above, but with bin size (allows combining), contributed by @sebl.
  • AlphaToCoverage (DX11.RenderState) : allows to enable alpha to coverage for multisampling in an existing render state (without modifying other options)
  • AlphaClip (DX11.Effect) : simple effect with texture that discards pixel if alpha is below a certain value
  • DepthClip (DX11.RenderState) : allows to enable or disable depth clipping (near/far plane) in an existing render state (without modifying other options)
  • Texture FX Technique pin is now spreadable (means you can now use different effects for different slices, see girlpower\misc\texturefx_technique_spread folder for an example)
  • Texture FX cache is now more efficient, no more penalty when switching techniques.
  • Texture FX technique can now use a "wantmips" bool annotation, to build mips before the first pass (only if needed)
  • Texture FX has a new option "Preserve On Disable" (spreadable), if Enabled pin is off, keeps previous frame texture instead of passing texture In.
  • Info (DX11.Texture2d) no exception if a texture is null, returns same defaults
  • New reference semantics (MIPLEVELSOF and INVMIPLEVELSOF) to allow to access input texture mip levels in effects (see girlpower\misc\referencing_miplevels for example)

Download Here :
directx11-nodes

vux, Monday, May 21st 2018 Digg | Tweet | Delicious 1 comments  

I am from traffic in the sky

superbien, Thursday, Apr 13th 2017 Digg | Tweet | Delicious 0 comments  

I am from autumn

mburk, Saturday, Nov 24th 2018 Digg | Tweet | Delicious 0 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  

Holy patchers!

To answer the often contemplated question of "Where the hell is this all going?" we first have to establish that vvvv is different things for different people. Let's have a look at some of these different perspectives:

■ vvvv - a generative designers best friend
■ vvvv - a data visualizers wonder weapon
■ vvvv - an interaction designer's magic wand
■ vvvv - the multiscreen solution
■ vvvv - physical computing covered
■ vvvv - a projectionmapper's dream
■ vvvv - rapid prototyping on steroids
■ vvvv - your procedural lighting desk
■ vvvv - computervision for everyone
■ vvvv - stage? show? control!
■ vvvv - fish feeding for the lazy
■ vvvv - L.A.S.E.R zzzz!1!!

That's all?, we hear you say...and you mumble on, but can I please has:

■ vvvv - a tool for machines to learn
■ vvvv - easy logic for gamers
■ vvvv - visual scripting done right
■ vvvv - klickklickklick your mobile app
■ vvvv - the no-brainer IOT toolbox
■ vvvv - the final webdev solution
■ vvvv - an admin's batching buddy
■ vvvv - robots dig this
■ vvvv - no controller too micro
■ vvvv - from sound to noise in one patch
■ vvvv - any shaders of gray
■ vvvv - scratch that: kids taken seriously

Well, vl, vl, we hear ya.. and that's exactly why at the heart of it all, we have always been, and will continue to work on:
■ vvvv - a multipurpose toolkit

Introducing vvvv gamma

When we started working on VL, we never thought about creating anything different than vvvv. We had our issues with vvvv and wanted to solve those. But mostly we loved it and wanted to keep the good things we still enjoy about it. Essentially we set out to rewrite vvvv to make it better, nothing more.

So it is our great pleasure that we can finally annouce the impending release of what we've so far been referring to as "VL standalone":

For a start, vvvv gamma will focus on 3 main scenarios:

  • 2d interactive motion graphics using VL.Skia
  • computervision using VL.OpenCV
  • controlling devices, ie. everything IO (Midi, UDP, OSC, RCP, HTTP...)

Frankly it will be gorgeous and above all shine through the following features:

  • multithreading
  • patching with any .NET library
  • windows executable export

So beta vs. gamma, really?

Nope, don't think vs., we prefer to think ♥!
Here is how to read this: Over the past years we've been R&D'ing a next generation visual programming language that we dubbed: VL. And we still call it that: VL is a programming language, just like c#, that now happens to power two of our products:

  • vvvv 50betaX
  • vvvv gamma 2019.X

While for vvvv beta, VL is just another language it supports, for vvvv gamma, VL is the core. As such, both beta and gamma will continue to profit as we progress with VL. We are well aware of the fact that gamma is not going to replace beta for everyone anytime soon. We're therefore commited to support both equally for the foreseeable future.

If you're interested in a few more details regarding how we'll be polishing vvvv gamma for its initial release, please head over to our roadmap.

What will gamma cost?

We're still working this out and will update you on licensing early next year.

Wait and what about Xenko/3d?

As we've previously reported from our lab, our initial efforts of integrating the Xenko 3d engine couldn't have gone much smoother. We have helped realize a complex multiuser VR project within just 4 months besides our research and now know that this is certainly the way for us to go forward. VL.Xenko will complete vvvv gamma to a fancypantsy interactive 3d authoring environment.

We're confident to be releasing an initial public version of VL.Xenko before 2019.Q4 and we have some ideas for a prerelease phase that we'll announce soon.


Thanks for using vvvv, thanks for your feedback on VL, thanks for your patience, thanks for the licenses you buy which makes this journey possible for all of us.

Have a nice holiday, get some rest, because 2019 will be the year of the vvvv desktop!

yours,
devvvvs.

joreg, Monday, Dec 24th 2018 Digg | Tweet | Delicious 7 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  

I am from boring spreadsheets

microdee, Thursday, Jun 7th 2018 Digg | Tweet | Delicious 14 comments  

I am from MonkeyLand

flateric, Tuesday, Oct 28th 2014 Digg | Tweet | Delicious 18 comments  

here we go.

in an attempt to save the collected wisdom of node13 for posterity this blogpost aims to provide a reference of where all the stuff that was handed out during node13 workshops went.

Beginners

Transformations
Video Effects and Compositing

Intermediate

Facade Mapping
DirectX 11 Rendering Techniques I
Dynamic Plugins
Software engineering patterns with vvvv
Bullet – 3D physics based interaction
Building Applications with vvvv
High-level multi-touch gesture recognition
vvvv and the Arduino
  • workshop patches are in \addonpack\girlpower\Arduino
Motor Control
Art and Brainwaves with vvvv
Folding & cutting paper with vvvv
Voodoo Camera Tracker with vvvv
Visualizing dance with Motion Bank

Hardcore

Particle Madness
Working with the vvvv-sdk

more is promised...will update this posting as material comes in.

joreg, Wednesday, May 22nd 2013 Digg | Tweet | Delicious 0 comments  

credits wirmachenbunt / Atelier Markgraph

This is an attempt to show a little bit more of a project, than just a video. There are some interesting bits and pieces, relying on brilliant contributions and sometimes overlooked cookies.

But first, let's have the video anyway.

The EQC-Scanner is sort of a augmented, kinetic installation. One could argue with the term augmented here but it certainly adds information to the "real" layer. The whole thing is controlled by a touch screen, allowing you to pick topics or move the screens with your fingertip. It is all and all car technology communication, but in a playful package.

Ok,let's have a look inside.

Fractal Lightning

This is based on some articles like this LINK A pretty neat recursive routine to learn what recursive is. I used c# but i bet this is easy in VL, anyone ?

The plugin was used for the battery scene. Thank you captain obvious :)

Binary Operators

Usually, when you are in RS232 or some fancy protocol land, you have to decode and encode values efficiently. Like encode high values with little use of digits. I always come back to jens.a.e'sBitWiseOps, this is one of the overlooked contributions.
For this project, the plugins were used to encode the engine controller messages.

Analysis

The image above shows some sensor recordings of the screen movement. Creating this data viz in vvvv was quick and revealed a physical feedback loop. The violet curve shows the frame difference of the screen position. And while the real screen movement actually looked kind of smooth, the sensor data showed some heavy regular spikes. Obviously, the engines did some regular overshooting. Not a big problem and solvable on the hardware side. Interesting how data visualization can help to track down problems.

Vectorraygen + DX11.Particles

Controlling Particles in a meaningful way can be painful. Using vectorfields can bring some structure into the chaos. The tool Vectorraygen helps generating the vectors the easy way. It even has a node-based enviroment to drop some organic variation into your fields. And btw. the devs are very friendly.https://jangafx.com/

The tool was used to create the key visual, 500k floating particles along the car exterior.
DX11.Particles

Boygrouping

Sure, this is not a big secret, it's one of vvvv's selling points. But i have to say, it just works. Bringing together 3 machines was actually fun. Hopefully VL preserves this killer feature.
Boygrouping

Automata UI

This was pretty much the first time i really used my own plugin and it was surprisingly helpful. :) It consists of a initialization tree for the engines & sensors and an abstract transition model of the visual software part. This is an attempt to leave content out of the statemachine but rather use the state TOPIC for every topic in use. It might be harder to read and it doesn't allow you jump to a specific content, but it makes your software expandable (without touching Automata again).

Not sure if this is a best practise for everything, let's see how this works out in the future.
Automata UI

Content Management System

There is always the dream of a fully, totally dynamic vvvv project. Our ruby-on-rails based web tool helps to manage all texts and images. It even renders the texts as images, freeing vvvv from rendering crappy text but rather display smooth pre-rendered images. Most of the vvvv project is depended to the CMS but of course, there are some bits which are always hard-wired, like 3D stuff.
CMS

I hope you find this "article" informative, any questions, comments ?

Cheers

Chris
wirmachenbunt

u7angel, Monday, Nov 5th 2018 Digg | Tweet | Delicious 8 comments  

anonymous user login

Shoutbox

~5h ago

auralscapes: By the way, if anyone would like to use any of my tracks or even parts thereof you are welcome. No fee. jerome@auralscapes.com

~5h ago

auralscapes: Thx for the advice. Much appreciated.

~8h ago

tonfilm: @auralscapes you can contact the author @dottore and ask him for the conditions.

~12h ago

auralscapes: A question for the group. I came across an application called Partitura. Is this app commercially available?

~1d ago

auralscapes: Don't have a clue how this all works but it is going to be an interesting journey indeed.

~4d ago

tonfilm: @all #vl now also has pin groups! vl-input-and-output-pin-groups #vvvv #creativecoding #visualprogramming #dotnet

~5d ago

evvvvil: Hey, broski, check my shader "The gamma ray feast" it goes bang and is commented with bad to mediocre jokes. https://www.shadertoy.com/view/wssXWl

~7d ago

hrovac: someone at b-seite on saturday?

~7d ago

woei: public player-(dx11.texture) performance and stability upgrade sponsored by https://meso.design/