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.
Hear from experienced DMX and Max programmers, and get a list of links to DMX hardware vendors.
In this tutorial series, you can explore the world of programming DMX with Max.
Create complex repetitive visual patterns similar to a kaleidoscope.
Icarus discusses their “album in 1000 variations” and more.
The branching structure of a tree provides the basis for this animation patch.
Learn how to share your Max creations.
Expand sounds in your next Audacity project.
Max 6 brought a wealth of new tools -- including a full physics engine, support for complex scene hierarchies, advanced animation tools -- for making some really fine Jitter Recipes.
jit.gen can handle matrices of any type, dimension, and planecount.
Jeff Rona shows how Max fits into his studio workflow and creative process.
Read about a collaborative forum thread filled with cool Max tricks and ideas.
Part 3 of the tutorial series on Livid Instruments' Code.
At the 2011 Expo '74, some Max users exhibited their design and research work.
Get helpful and fun examples of Gen, the new Max add-on.
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 vector in the Jitter Gen world.
A two-part introduction to Gen objects in Jitter
In part 1, Darwin showed us all the fundamentals behind step sequencing in Max, and extended that from the computer to the controller.