Sharing: Poly~ OpenGL Animator
Hey guys,
I thought I'd share this because this is the type of stuff I wanted to do when I started with Open GL in Jitter, but never got around to. I tried to play with things like jit.gl.multiples but found it too cumbersome and mind-melting. Also, my JS skills are mediocre, so I took a poly~ approach. This is a modification of Pedro Santos patch in this post (https://cycling74.com/forums/jitteropengl-inside-a-poly/).
One issue I'm having is sometimes Max's CPU jumped to 90% once and I'm not entirely sure why....(is this inefficient using poly~ this way?). If there are ways to do this better I'm all ears. The main thing I want from this is to have a variable spawning rate (which in my pro work is hooked up to audio inputs which are not in this patch), although I find just having more instances of the object and changing the speed appears to be the most stable approach.
Also, bonus points if someone can figure out a mathematical relationship between the instantiate object vs destroy vs speed parameters so it endlessly cycles.
Also curious if others have approaches for the same thing (i.e., jit.multiples or just jit.matrix 's or js and the pros and cons of these approaches?). What's nice about this is because the object has a jit.anim.drive, you can chain animations.
I'm using this patch in my personal work, and as a snippet in a clients work so use but credit is always appreciated ;)
Nice stuff Duffield , thanks for sharing :-) !