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this one took us longer than planned, but it was a difficult one in a way that it includes so many new details. if you are following the devvvv blog you should already know about most of the new stuff thats coming with this release. here is a feature-summary:
here is a list of the latest blog-posts with infos regarding changes to the plugininterface for beta28 that should make your devvvvs lifes easier:
for a full list of fixes and changes check the change-log as usual.
this is vvvv 50beta35, the first vvvv beta release
But it doesn't stop there. Since the last release obviously a long time has passed in that we continually fixed user-reported bugs and added a range of smaller convenience features besides the one big new feature that is: VL
So first here is a listing of all blogposts introducing some of the fixes, changes and improvements that you now benefit from when using beta35:
Also there are some improvements regarding the PluginInterface:
For the complete list of many more smaller changes please consult the Change Log.
A good bunch of those new features (Editors, Firmata, TUIO, EyeTracker, Leap, ArtNet, Spread nodes) are (under the hood) already built on VL. So even if you don't use VL directly you're already benefiting from it through those new developments. And this is only the tip of the patchberg...
EDIT: You more the video watching type? Click here.
Having been in public alpha since its first introduction during NODE15, VL has undergone one more major internal rework which we hadn't anticipated back then. As lined out in previous blogposts in more detail this was also the reason for the more than one year delay on its first beta release. Here we are now ~5 years (including initial drafts) into VLs development and we can finally say without doubt that we've created something useful, which in combination with vvvv-as-you-know-it can improve your productivity and the complexity of things you can now create, immensely. If you let it.
VL is the 4th language that your favorite multipurpose toolkit supports. Besides using the editors for vvvv, hlsl and c# you now have the option to create nodes using VL. Where until now you used dynamic c# plugins you can now often stay in the visual world and conveniently patch quite complex things. Here are the top usecases we identified for which we recommend VL now:
We're aware that many of you are specifically waiting for a way to create/import your own nodes for VL. We were hoping to have that ready for this release but at this point are not entirely happy yet with the process and want to give it one more round of fine-tuning before releasing it to the public. So please bear with us on this.
A feature-explosion like this should clearly be reflected in the pricing, right? Absolutely! But here is the deal: We first want to get you hooked. So as long as you're using VL inside vvvv we'll not be charging anything extra thus practically increasing the cost-benefit ratio quite a bit. You're welcome. When later VL will be available as a standalone version we'll come up with something reasonable...
Now let's give us a break and you the time to dive into all those new gems. Video tutorials are quasi in the making..documentation will grow as you ask for it. We're looking forward to your feedback and will further outline our next steps at the beginning of 2017.
So please, use VL now! For research, prototyping and production. It works, it is fast, it is tremendous. EVERYONE SAYS SO!!!1!! And in the unlikely event of still encountering problems with it we're looking forward to help you out in the forum!
To flattr or not to flattr:
And a happy new year!
P.S. if you have a vl patch that has new red nodes with this release make sure to add the new VL.DevLib dependency!
Another release just out of the gray only 2.5 months after the previous. How come?
The last beta37 release proofed to be quite stable, hardly any too concerning bug reports, but we have a breaking change to introduce and think this is a good moment. Hear us out:
If you're a vvvv-only user, you're safe. This release only has minor changes compared to beta37, so there shouldn't be any reason for you not to upgrade. Horray!
If you're also using VL, we're afraid, but swallow this:
Since there are hardly any other changes, we recommend you also switch as soon as possible and never look back...
It's about how values get stored in IO boxes and pins. They now use the same serialization technique we already introduced as a node set for beta37. This means that we can store any data inside patches for which a serializer is registered - be it a spread of values, a dictionary or even a custom record:
And as a second example a dictionary from string to value
It might not look as much yet but it is a first step to get proper IO boxes back.
So apart from that another worth mentioning improvement is a new short cut called Ctrl+K which creates pins for the selected pads and puts them on the Create and Split operations of the containing patch
All other changes can be found the as usual in the Changelog.
this is beta26 speaking. first of all thanks to all my alphatesters who found some buggers that would have annoyed you quite a bit. so be grateful and if you still find a bug, blame it on them. see? i cannot be bothered...
apart from tons of bugfixes in all of my most dirty corners which you'll only feel subconciously (if you're too lazy to read my Change Log)? there are a few things you should be aware of:
it is our pleassure to announce the latest and greatest: vvvv45beta32
this was in the making for a while and its changelog is quite overwhelming, so let me lay this out for you:
so basically citius, altius, fortius just as you'd expect.
and remember if you're a non-commercial user of vvvv and still want to support us click this:
have a good patch,
good day patcher peoples,
here comes the most conservative bug-fix only release we ever managed to build. if you think beta27.1 was naice and stable this one should be even more to your liking. if you hated vvvv before you shouldn't hate it much more though, since not much has changed really (hopefully) except fixes.
so definitely a winwin-release this time. and we're not resting a bit but continue to build features towards beta28 which is already taking form in the daily builds.
so please everyone upgrade now and make bugs history!
oh and while you're at it, this could be a great opportunity to buy some fresh licenses.
and don't forget to down the suitable addonpack!
This release comes with a cleaned up VL core library. We also made sure that the node set feels more explorable just by making basic nodes more visible than others. Advanced, experimental or obsolete nodes now don't hide in different packages but can be opted into the list of nodes, while browsing the library.
But this release also comes with features for you to clean up. Frames help to structure VL patches in a visual way, groups, and categories in a structural way. You even can tweak the visibility of your nodes in the node browser and by that distinguish rather advanced or still experimental nodes from the daily node set. Library developers will also love the feature to make certain helper nodes internal so that they are free to change or delete them at any time in the future.
Less VL documents get opened by default, leading to a faster startup and making the navigation menu more meaningful. Less ".Net Packages" get shipped leading to a smaller download and a lighter ".Net Packages" dependency menu. Process nodes now are lighter in terms of memory allocation.
We introduce a new way of making a VL patch run. Up to now you always had to drop a VL node into vvvv to make it actually run.
Now you can define an "entry point" in VL, leading to one running instance of that patch.
This is the first release that supports the VL.Skia library.
It comes with a huge stack of example patches.
Debugging should feel much more intuitive, as it now allows to inspect the exact state of the patches for the moment when something went wrong.
All in all this release makes VL easier to learn, use and develop for.
this is a big one!
in the works for more than half a year, it is finally out: beta36 comes with a lot of new stuff for both vvvv and vl. many thanks to everyone who helped us tweak the release by reporting problems with the release candidates. but now please have a look at the following list of highlights of this release:
for many more details, please consult the changelog as linked to below.
so where are we at? with the nobrainer access to .NET libraries now at hand the question "can vvvv/vl do X?" has just become even less relevant. chances are that if you have a .NET library that you want to use in vvvv/vl you can just do so. extending the node libraries of vvvv and vl is therefore now much easier than it has ever been since in many cases not even c# has to be written anymore.
also with the added possibility to create DX11 buffers and images/textures in vl, dx11-heavy projects can gain a lot of performance by doing their CPU heavy parts in vl, possibly using the new AsyncLoop and AsyncTask regions to finally use the power of all your CPUs cores without the need to run multiple instances of vvvv.
consider this release the foundation of all the good things to come. it is now on you to make use of all these new possibilities. we're looking forward to your questions and contributions and to showing you the other things up our sleeves..
Basically a maintenance and bugfix vvvv release, wouldn't there be so much new VL stuff in it.
As mentioned previously the main topic we are working on at the moment is importing .NET DLLs into VL. Think drag'n'drop and easy wrapper patches all in visual programming style. This needs some deeper changes in the code base and was deliberately not included in this release but will find it's way into alpha builds soon for everyone to try it out. After that we'll polish the VL workflow and libraries a bit more to have a shiny version for NODE17.
And of course more bits and pieces are waiting in line, keep your eyes on the devvvv blog.
this is vvvv45beta30
what a release...
the changelog has it all really, but here are some highlights:
at the latest with vuxens drop of his dx11 implementation it became obvious that one addonpack won't suffice all. while this comes with some additional clicks for the typical user it is more convenient to handle by developers and is a first step towards a kind of package managing system. so beta30 introduces the idea of packs. packs are placed inside the
directory in the \vvvv_45betaXY directory like for example
and thats it. no further configuration necessary. like this packs can be maintained by the developer and added/updated/removed by the user individually. note that at this point we're still waiting for a suitable DX11 pack for beta30 by vux.
next. with the dx11 pack comes a load of new nodes. while all dx11 nodes work alongside their dx9 peers peacefully you may want to hide either category from the nodebrowser depending on what you're working on. in its new filter panel the nodebrowser allows you to do exactly that.
besides that a lot of fixes and your favorite new features:
happy new vvvv.
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