jit.phys Patch-along, Part 3


Patch along with Jitter Developer Rob Ramirez as he works with the Jitter Physics system. In this multi-part series, Rob will go from creation of a physics world and rigid bodies to using constraints and building and simulating complex structures. This third video shows how to use jit.phys.multiple to create a bunch of rigid bodies, and then how to use those bodies to drive a polyphonic synth.


September 29, 2012 | 12:28 pm

thanks a lot!
very instructive for me


September 29, 2012 | 11:38 pm

Great series of tutorials, keep them coming!


September 30, 2012 | 2:21 am

I don’t seem to be getting the "zero" force effect shown in the video at 3:15. Anybody any idea why this is? I am on windows 7 max 6.0.7.


October 2, 2012 | 11:13 am

Killer, thanks so much



Charles
July 18, 2013 | 4:33 am

I must be missing something. Why does the jit.noise object only need two dimensions for the color and not 3?


July 18, 2013 | 11:24 am

it’s simply a design decision.
jit.gl.multiple (and phys.multiple) will wrap the matrices automatically.
this gives us 64 unique colors with each color duplicated 8 times (along the z axis).
if you notice, this mirrors how i create pitches (i only use the x and y coordinate to create a pitch), so each color maps to a specific pitch.


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