How to design "gridshape of light" ?

May 25, 2012 at 1:59am

How to design "gridshape of light" ?

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 :)

#58882
May 25, 2012 at 3:00am

Maybe post pics of what you want?

#211607
May 25, 2012 at 7:57am

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
#211608
May 25, 2012 at 12:59pm

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

#211609
May 25, 2012 at 1:49pm

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..

#211610
May 25, 2012 at 5:33pm

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.

#211611
May 25, 2012 at 5:38pm

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..

#211612
May 25, 2012 at 5:59pm

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
#211613

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