Physical Modeling Synthesis for Max Users: A Primer
Explore many ways to try physical modeling synthesis in Max.
Introduction to jit.phys, Part 2
Harness rigid bodies with the second tutorial video covering collisions and constraints.
Introduction to jit.phys, Part 1
Set up your first Jitter Physics world and work with rigid bodies to create simple motion simulation.
Working with Hardware: DMX, Part 1
In this tutorial series, you can explore the world of programming DMX with Max.
Gen 3: The Fine Art of Surfacing
jit.gen can handle matrices of any type, dimension, and planecount.
Gen Tutorial 2b: Adventures in Vectorland
The jit.pix-based patches we created in our last tutorial do cool things and use patching techniques that will probably be accessible to the average Max user, they’re not all that they could or should be as Jitter Gen patches. Don’t get me wrong – they make sense and introduce the idea of swizzling data from a [...]
Working with Hardware: Livid’s Code (Part Two)
In part 1, Darwin showed us all the fundamentals behind step sequencing in Max, and extended that from the computer to the controller. With hands-on, real-time, improvisatory control over a sequence, he articulated the technical know-how to experience the joy of Max. In this article, I’ll explo...