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Patch along with Rob Ramirez and discover the Jitter Physics system.
Harness rigid bodies with the second tutorial video covering collisions and constraints.
Get immersed in Jitter Physics with two weeks of daily patches.
Set up your first Jitter Physics world and work with rigid bodies to create simple motion simulation.
Create complex repetitive visual patterns similar to a kaleidoscope.
The branching structure of a tree provides the basis for this animation patch.
See new Jitter features in Max 6.
In third installment of Jitter Recipe Collection, the Jitter Recipe “AnaglyphRender” builds on the “RenderMaster” recipe p...
Lately, I've been working on some "classic" OpenGL programming within Jitter, and I've been using jit.gl.sketch t...
In this installment, we'll be working on some more advanced ninja tricks - creating the beginnings of a control/preset structure w...
Between the tutorials, Jitter Recipes, and all of the example content, there are many Jitter patches floating around that each do ...
Typically, when I talk to Jitter users about writing one's own shader programs for use with jit.gl.slab, I usually get glazed-over...
The majority of these recipes are specific implementations of a more general patching concept. As with any collection of recipes, ...
Book 1 contains some clever solutions, advanced trans-coding techniques, groovy audio/visual toys, and basic building blocks for m...
The OpenGL Architecture Review Board has released the official OpenGL 2.0 specification.