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.
Recipe 56: Relief
- Creating evenly spaced 3D objects
- Making a 3D volumetric relief effect ...
Recipe 51: Scrunch
- Pixel animations
- Feedback with OpenGL
- Color and spatial effe...
Jitter Recipes: Book 3, Recipes 26-43
In third installment of Jitter Recipe Collection, the Jitter Recipe “AnaglyphRender” builds on the “RenderMaster” recipe p...
Creating a “Sketchpad” for jit.gl.sketch
Lately, I've been working on some "classic" OpenGL programming within Jitter, and I've been using jit.gl.sketch t...
The Video Processing System, Part 3
In this installment, we'll be working on some more advanced ninja tricks - creating the beginnings of a control/preset structure w...
The Video Processing System, Part 1
Between the tutorials, Jitter Recipes, and all of the example content, there are many Jitter patches floating around that each do ...
Your First Shader
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...
Jitter Recipes: Book 2, Recipes 14-25
The majority of these recipes are specific implementations of a more general patching concept. As with any collection of recipes, ...