Program turning the brightness value of the middle pixel into a midi CC signal
Made using Processing, TouchOSC, LoopBe, and Vital.
Made using Processing, TouchOSC, LoopBe, and Vital.
as you can see this is a very primitive looking project (for now), but I'll polish everything up once I've gotten the essentials done and over with.
I want to flip the pickaxe sprite to give it the illusion of rotation rather than actually rotating it, since when I tried to using:
pushMatrix();
translate(x,y);
rotate(radians(spriteRotate));
image(sprite, x,y,100,100);
popMatrix();
it didn't work out in the slightest.
I also tried to use the scale() function, cycling through scale(100,100), scale(100,-100), scale(-100,-100), scale(-100,100), but that just flipped the entire screen. I'm new to coding so I don't know much outside of these methods. If anyone knows how I can solve this I'd be a happy man
"I always knew I was a dust. But I never knew I was also a universe." Akiane Kramarik
I have a grid of characters that i fade away and a couple objects that walk down resetting the aplha and randomizing the characters. Not very complex but looks nice.
I developed a tool called momentum.js that allows you to create motion graphics in After Effects using a p5.js-like coding approach. It also lets you control variables with interactive controls and animate them using keyframes.
More details:
https://github.com/barium3/momentumjs
https://www.creativeapplications.net/member/momentum-js-integrating-generative-art-and-timeline-based-animation/
I’ve been exploring generative visuals and built a small iPad tool to experiment more freely.
Instead of writing code, everything is driven by parameters and simple rules evolving over time.
This loop comes from a combination of grid transformations and motion systems — no keyframes involved.
I’d be really curious how you’d approach something like this in Processing.
I used processing to create this sketch which I call distorted honeycomb. After opening it in Inkscape I used the AxiDraw extension in preview mode. The dark lines are the sketch imported from processing as a DXF and the pink lines indicate all of the pen paths. I'm wondering if there is any way to connect the lines which appear to be connected on the sketch so that each individual short segment isn't drawn separately. Ideally I'd like to have it draw long jagged lines rather than 1000 short segments. Is this possible? How? Appreciate all advice. I’m new at this.
Feel free to dig the code! Have fun! Do you already know Openprocessing.org? If you're an autodidakt, generative art fan or an academic: this is the right place for you!
If you want to get in contact with an polymath from Bauhaus-Universität Weimar, write to steffen@steffenharder.de
Go check out more of me via:
https://linktr.ee/steffen_harder
Best Greetings from "Kreativer Norden".
Im very new to processing and I’m doing this all for a school project. I currently am trying to do color sensing with processing by making it detect the color red specifically. I got it working on my pc’s webcam by making it detect the rgb values inside a small box in the middle of the cam feed. Now I want to use an esp32 cam because I was going to mount this onto a car and have it spin in place until it detects the color red. The car would be controlled by an arduino controlling two motors. I have zero experience with the esp32 cam and the only reason I chose it is because it is tiny plus I’ve heard that its pretty reliable. Can I use my processing code with it or would that require its own thing?
I'm part of an improvisational theater show and I have a performance this Friday at my city's cultural center. But just today I had the idea that I could create a small installation in the entrance while people waits: I have an old CRT TV and a Raspberry Pi I can connect, and I think I could also set up a webcam.
Given the limited time, what existing Processing project could I easily implement? The show is about historical events reimagined with humor.
my enemies made with create shape are floating off the ground. i have shapemode(center) active
and changeing the collision on the floor as i have here fixes it for some enemies but not all.
they do have textures on them and maybe it could be a texture issue like drawing top down and
missing some of the bottom? I also have a slight suspicion that its pivot point is the bottom of
the texture somewhere instead of the middle. I am new to processing and have only been usng it
about a year and would love to learn more and how to fix this pivot point.
PShape getRect(float l, float h, float d, PImage texture) {
PShape cube = createShape();
cube.beginShape(QUADS);
cube.noStroke();
cube.texture(texture);
// Front face
cube.vertex(-l/2, h/2, d/2, 0, 1);
cube.vertex(-l/2, -h/2, d/2, 0, 0);
cube.vertex( l/2, -h/2, d/2, 1, 0);
cube.vertex( l/2, h/2, d/2, 1, 1);
cube.endShape();
return cube;
} Squirt(int xpos, int zpos) {
super();
position.x = -6000+ xpos*1000 + random(-400, 400);
position.z = -6000+ zpos*1000 + random(-400, 400);
position.y = 0;
l=75;
h=75;
d=75;
range = 10;
speed = .1;
self = getRect(l, h, d, squirtTex);
} Boobie(int xpos, int zpos) {
super();
position.x = -6000+ xpos*1000 + random(-400, 400);
position.z = -6000+ zpos*1000 + random(-400, 400);
position.y = 0;
l=50;
h=150;
d=50;
range = 1000;
speed = 0;
self = getRect(l, h, d, boobieTex1);
revealedSelf = getRect(l, h, d, boobieTex2);
} void dealWithCollision(SmallCollisionObjects c) {
if(c instanceof Enemy)
c.position.y = sideT;
if (c instanceof Player) {
c.position.y = sideT - c.h / 2;
Player b = (Player) c;
b.grounded = true;
if (b.velocityY > 0) {
b.velocityY = 0;
println("collision with floor");
}
}
c.calcSides(c.l, c.h, c.d);
}
the skulls in the picture are floating while the crying things touch the ground perfectly after
the collision change, which i do not want to have to do.