Quick update:
Lot of progress in the last few days…
Finished the basic functionality for the wave form and I jumped to the semantics of the applications.
In the diagram picture you will find out what is the idea behind the monster.
So far we have 3 main modules:
Wave Form module:
- Takes care of the wave form management.
Sequencer Engine
- Main beast that synchronize everything.
Render module:
- Takes care of 3D rendering on screen.
Then we have the semantics so far defined as:
Sequencers:
- Sequencers sets how a single sequence instance interactive with the physical channels, sequencers are not objects like Arch or Trees, but instead they are independent entities that are programmed to interactive with the physical channels for a period of time. For example a sequencer can be programmed to go back and forth between all the channels associated.
- User creates many sequencers as needed.
Devices:
- They are physical objects as archs, trees, etc. Every object has properties to be set. For example define numbers of segments for archs , colors size, etc.
- Devices are attached to sequencers; a single device can be attached to many sequencers as needed.
Effects:
- Effects have a period from/to in time during the song and define the behavioral intensity of the channels associated in the sequencers. Many Effects can be attached to every sequencer.
Currently there is a big progress on everything I wrote, but everything is under the hood and the demo just show the tip of the current progress.
If everything works as planned, you can’t imagine how powerful will be the things you could do.
Imagine devices playing a current normal sequence and at the same time a whole “ghost” wave running through the whole show since in theory you can overlap effects from different sequencers and the intensity of the channels can be set to “additive” or “subtractive” in the effects for the relation between sequencers.
There was a lot of scratching to my head behind the rendering 3D module for performance improvements, since you can’t imagine how many operations will be needed when the full app is finished, as a minimal quality gates, currently I must render 512 channels simultaneously without lose much precision on the animation.
As you can see in the second picture.
Also there is a fair amount of work done for object properties “bottom-right”, lot more to do in there.
Here is the demo:
The video doesn’t do too much justice since there is a lot of compression and many frames are skipped. 3d objects are very smooth and visually pleasant.
This is the beginning of what I call “abstract” from the grid.
You are not allowed to view links.
Register or
LoginCas.