Drawing multiple basic shapes in jitter
Hi everyone,
This might be an easy one but I'm not sure where to start.
I want to generate multiple circles or blobs that act as particles constrained within a shape (silhouette of a person sitting) with some kind of force based physics acting on them so they don't overlap. I need to have control over when colour & alpha channels and also their size. Ideally they would be able to be jostled around by an lfo.
I know how to approach doing this kind of thing in Processing, but not sure if it is an easy thing to do within Jitter. I've looked at jit.gl.sketch etc. but I'm not sure if that's the best option.
I hope someone can help!!
Thanks in advance
Ed Perkins
jit.gl.multiple + jit.phys.(...)
something like this?
There's got to be a more efficient way of getting the cell contents. I had to seriously down-sample the grab to make it anywhere near watchable.
I haven't gotten to the physics stuff yet (I'm still learning the jit.phys stuff), but this would get the setup done.
: j
Thanks for the responses. I ended up getting the effect I wanted from using jit.gl.multiple with jit.p.shiva and jit.p.vishnu with a variation on a patch posted here: https://cycling74.com/forums/multiple-particle-systems-emitting-3d-primitives
The only problem now is that I need 12 seperate instances of this setup in order to acheive my goal. I'm using 4 seperate generation locations with 3 lots of particles, each with different behaviours. Not sure how fast that's going to be! They only need about 10 particles each at a time so 120 particles altogether. I think it will be slowed down by the sheer amount of objects needed - here is the patch I'm using with one particle source:
Have you tried dropping it in a poly~ with @parallel on?
make sure you set @displaylist 1 on your jit.gl.gridshape object.