Our Jitter developer Rob Ramirez alerted me that since HAP is now available publicly on Windows, he has updated his jit.gl.hap external with a Windows version.
Last May I was invited by Trond Lossius to give an advanced Jitter workshop at BEK.
This weekend, I'm heading to Pittsburgh, PA to perform as part of the annual VIA Festival.
Welcome to Physics Patch-a-day, part of our spotlight on the Max physics engine and some of its capabilities.
Since Labor Day is coming, you might have some spare time this weekend and might be wondering what you could do.
I've long been a fan of the German electronic group Mouse On Mars, but I've lost track of them the past few years.
A lot has happened since Jitter Recipes: Book Three.
Within mere weeks of Microsoft releasing their Kinect camera for the XBox, excited developers have been racing to add support for different platforms.
In third installment of Jitter Recipe Collection, there are more snacks for the Patching Enthusiast! This Jitter Recipe "AnaglyphRender" builds on the "RenderMaster" recipe posted recently to create a realtime 3-D anaglyph image.
Kurt Ralske is a mysterious and interesting artist who makes gorgeous and magical video installations that seem to defy physics.
Color a sound is an installation that uses an overhead projector and a camera to create an inverse color organ that can be played like a player piano.
Elise Baldwin is an intermedia artist that works with music and projections.
Number theory are a three piece band fusing elements of electronic, jazz, electro-acoustic, and rock music.
One of the most feared and respected objects in the Jitter collection, jit.expr arrived on the scene as part of Jitter 1.5.
pMix (short for preset mixer) is a composition and performance tool that facilitates the control of multiple plugin parameters using an intuitive graphical interface.
Coming up with ways to get information about the physical world into Max is one of the most fun aspects of working with the software.
In this installment of the Video Processing System, we're going to tackle two big hurdles that Jitter users often find themselves coming up against.
Lately, I've been working on some "classic" OpenGL programming within Jitter, and I've been using jit.gl.sketch to do that work; it is very close to the OpenGL syntax that you find in most books, and is fairly forgiving in terms of incoming data type.