Forums > Jitter

How to design "gridshape of light" ?

May 25, 2012 | 1:59 am

I mean, kind of glowing object.
.. I mean, objects acting as if they emitted lights by themselves.

Shaders are required I guess.. no?
In that case, could we now use jit.gen for that ?

any leads would be very appreciated :)


May 25, 2012 | 3:00 am

Maybe post pics of what you want?


May 25, 2012 | 7:57 am

Hi jamesson,
http://cycling74.com/2012/03/20/jitter-recipes-book-four/5/ helped me finally.
But I'd like to make this using … JS or Java.
Maybe, it isn't relevant to do this inside Java/JS, but I have to build a system able to use my future objects library and some would have that glowing fx, some other not ..

This is the idea of glowing object I have in mind for my system.

[attachment=194762,3948] [attachment=194762,3949]

Attachments:
  1. glowing02.PNG

May 25, 2012 | 12:59 pm

If you will need 3d, I cannot really help you. In 2d, I can do some research


May 25, 2012 | 1:49 pm

I need 3D
http://cycling74.com/2012/03/20/jitter-recipes-book-four/5/ is a very nice base

I’d need to know if I can do that in Java/JS only or if I have to use the native Max objects.

If I have to use Max Objects (I mean, Jitter ones), I’d probably have to store data (conf + objects properties) outside of my JAVA code which wouldn’t be that good :-/

digging..


May 25, 2012 | 5:33 pm

From performance perspective, I can almost 100% guarantee that Java will be less efficient than max native. Java vm is an additional layer between the processor and the os, where as afaik gen is a way of manipulating machine code directly.


May 25, 2012 | 5:38 pm

additional means probably more members in the chain meaning as you wrote it would be as fast :-/

the problematic is elsewhere for me: I need to create a bunch of objects in my 3D space.
I don’t see any other way to create/handle a lot of object using Max native stuff .. easily.
My creation process doesn’t have to involve copy/pasting max objects on a 3 m2 patcher :p

The idea is : I would move in this space amongst objects.
I already have setup a routine using JAVA which check the distance between the (only one) cam and objects and which disable from the OpenGL context those too far, saving CPU work.

still digging..


May 25, 2012 | 5:59 pm

hi julien, attached is a basic example of how you can use jit.gl.pix inside of a javascript (or java).

Attachments:
  1. pixjsexample.zip

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