» vvvvhat happened in September 2018
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vvvvhat happened in September 2018

previously on vvvv: vvvvhat happened in August 2018


we did it,

vvvv 50beta37 is out! and you're hopefully using it already. since we haven't gotten any problematic reports since, it seems fair to say that we managed to get out another quite stable release. if you find otherwise, you know how to reach us in the forum or chat. we're here to help!

so what next?
ouright, let's wrap this up a bit: our goal for the vvvv 50 series was to add vl as a first class patching citizen. and obviously there are still a few ideas of how to make it even better, but for the biggest parts we'd argue: mission accomplished. we hear people are using it to their favor, we're using it ourselves, time for the next big steps.

as announced previously we've started work on implementing a 3d-engine, which will, when done, add the biggest still missing set of nodes to vl. and we're lucky to having found a perfect project to work on alongside implementing the engine. together with marshmellowlaserfeast we're working on their new multi-person vr-installation. it will be fully implemented with what we still call vl-standalone using the xenko powered engine. it feels a bit like in the early days of vvvv, when we were working on the very first vvvv project with a pre-public version of vvvv that didn't yet have spreading and a lot of nodes were developed specifically for the project. anyway, the project is scheduled to open in december. we're kinda half-way there and things look and feel very smooth so far...

so if all goes according to plan we should have a good understanding of xenko and standalone by the end of the year. which should include an announcement of how and when it will be available for you.

can also report from our little workshop we had a week ago: it was the first ever time we handed out a version of vl-standalone to unsuspecting participants. 15 out of 20 haven't even used vvvv before and it was interesting to see that those seemed to have less issues with using it than those coming with preconceptions of how things used to work in vvvv. good..

changing topic once more: as a direct outcome of talks at LINK we've launched our multi-language chat initiative hoping to get closer with people who are not native english speakers. if you know anyone who could be interested in this, please point them to it.

and finally: tonfilm wrote about fancy way for debugging dx11 frames with nvidia nsight he found recently.

has this just turned into a full-blown monologue? geee..

Contributions

two fine new ones

some fine updates

and a couple of new works in progress:

Gallery

Art Vision Vjing 2018 1st prize by Idwyr

that was it for september. anything to add? please do so in the comments!

joreg, Monday, Oct 8th 2018 Digg | Tweet | Delicious 0 comments  
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Shoutbox

~1d ago

ravazquez: @karistouf you can use my Global S&R contribution for this purpose

~2d ago

joreg: yes, no S/R. OSC is one way to communicate btw. instnces.

~2d ago

karistouf: @joreg: between 2 differents instances of VVVV on same computer,no S and R (values) possible ? only OSC way ?

~4d ago

tonfilm: glad to share the second update on the #vl #xenko #3d library: #vvvv #visualprogramming #creativecoding vl-xenko-3d-engine-update-2

~6d ago

joreg: rather toot then tweet? follow the hype and us on mastodon: https://mastodon.xyz/@vvvv #vvvv

~7d ago

ggml: any recommendation for renting visuals-grade pcs in berlin ?

~7d ago

metrowave: Structure Sensor Core now for Windows: https://store.structure.io/buy/structure-core cool features, could be useful in vvvv

~7d ago

yar: @levi I used xml, expresso and scripts for importing/exporting (c4d <-> VVVV)

~7d ago

levi: @yar . yea thanks. was a bit outdated that one. but c4d has the ascii importer now that did the trick.