• rss
  • Home
  • about
    • philosophy
    • flow
  • work
    • TUIO Multiplexer Suite
      • DHL Media Bar
      • DHL Network Globe
    • mobile.multitouch.case
    • Siemens RailServices App
    • Siemens ET 200 SP App
    • Siemens ET 200 MP App
    • Siemens PowerMatrix App
  • Unity3d Assets
    • MPMP – Multi Platform Media Player
    • UniOSC
    • JACK4U
    • monoflows’s metablobs
  • music
  • contact
  • imprint
> Uncategorized

My assets on the Unity Asset Store

sloopiDoopi | August 21, 2014

Finally I’m a Asset Store publisher for my development platform of choice (Unity):

 

UniOSC : https://www.assetstore.unity3d.com/en/#!/content/17658

 

 

JACK4U : https://www.assetstore.unity3d.com/#!/content/19291

 

 

monoflow’s metablobs :  https://www.assetstore.unity3d.com/en/#!/content/26804

 

It was a hard work but working with Unity makes so much fun. If you want to alienate Unity  for music visualization these assets could be very useful for you.

Comments
Comments Off on My assets on the Unity Asset Store
Categories
Uncategorized
Tags
Unity3D

openframeworks audioreactive demos

sloopiDoopi | July 2, 2012

To get up do date with openframeworks I made some audioreactive demos to show what you can do with this great framework.

I had a long list of very cool demos/examples from others and made some remixes of their work. It also was a good exercise to transfer older code to the latest 0071 version and to convert  code to compile with VS2010. Most of the examples you get on Github are cool but only act as a starting point for own extensions. As an old multitouch dude the first obligation is to add TUIO support so you can play in an interactive way with the system.

My first demo is a remix of the Binned Particels Example from Kyle McDonald:

YouTube Preview Image

The Original example has no color and only has some mouse interaction, so I decided to extend this demo with TUIO input, audio forces and some color/blend stuff for better visual appealing.

The next demo is a remix of the great MPM Fluid from Grant Kot (Golan Levin OF implementation):

YouTube Preview Image

You can achieve a lot of  behaviours when you play with the different parameters.

The next one is my own implementation of a 2d metablob/metaball shader in openframeworks. (Don’t know exactly where I got all the code inspiration, but it’s based on some work from Adrian Boeing) :

YouTube Preview Image

As you can see the shader implementation make it posible to render a lot of blobs with a high framerate.

The last one is a remix of Memo Aktens MSAOpenCL  addon. Thanks to Matt Gingold who made some WIndows addition to the code, otherwise I had stumbled right at the beginning to get the example running on my PC as the original code is only for Mac. Anyway it was hard to do because it’s based on OpenCL:

YouTube Preview Image

I always dreamed of some particle system where you can move 1 million particles in realtime.  It’s not so easy to get into the OpenCL development and it’s a lot of trial&error as you have just limited debugging capabilities. But now I have some feeling how to think in the “OpenCL way”.

Comments
Comments Off on openframeworks audioreactive demos
Categories
Programming, Software, Uncategorized
Tags
c++, multi-touch, openFrameworks, Programming, tuio

C++ where to start?

sloopiDoopi | March 1, 2010

I never thought that c++ development could be so much pain. If you come from other languages you are spoiled with a lot of features, but get a punch in your face if you trying to do similar things in c++. As an longtime Actionscripter and java guy, i decided to start some c++ development, because i wanted to do more things with openFrameworks.
The first lesson i learnt is to mess more with the compiler then with c++ as language. I use Visual Studio ,as I’m on Windows and was a little disappointed of some missing features for pure c++ development i used to know from eclipse like refactoring and intellisense. If you develop in c# you have all this features in Visual Studio.
The next big thing are the overwhelming compiler settings i had no clue about. So where do you start from? If you grab some C++ books you always get only information about OPP, what is inheritance and all the other stuff that tells you only some language features. But if you develop your first program , you get stuck with missing libraries, memory pitfalls or weired c-string stuff you don’t understand. (And not to mention the problems with proper linking your program).
I understand people who are afraid of this whole c++ mess.(I always was and be by myself).

After endless google sessions and some c++ books that didn’t covered  the right information i found two useful books:

Windows via c++ : This is a incredible Book about a lot of Windows internals and you get a deep understanding of the operation system you have to know and be aware of if you decide to do C++ development. This book is not like ‘learning C++ in 25 days’ , it’s gives you information about compiler settings, DLL development, process and thread management…., all the topics i didn’t find in other books, but essential for application development on Windows.

C++ for Game Programmers (second edition) The title of the Book is a little bit of misleading, as this is a book to learn C++ as a language and gave you tons of useful info’s about some design decision’s for your code that are general and not only game related. One of the highlights are the chapter about plug-in architecture and information about the STL.

Comments
Comments Off on C++ where to start?
Categories
Uncategorized
Tags
c++, info, Programming, Software

Blog Navigation

archiv

  • June 2016
  • March 2016
  • August 2014
  • July 2012
  • July 2011
  • March 2010
  • February 2010

post categories

tag cloud

anouncement c++ camera disco funk house info interface java multi-touch nothern soul nui openFrameworks processing Programming Software Soul tuio Unity3D
rss Comments rss valid xhtml 1.1 design by jide powered by Wordpress get firefox