Implement a real-time graphics synthesis engine that can generate new geometric structures in real time, in response to data received from the network, using the Open Sound Control protocol.
In addition to the main objectFrameworks repository on github, following sources are of particular relevance to the Gea project:
- lian's dev fork of oF: http://github.com/of/ofx-dev. This contains examples of working with shaders and of loading object geometries from .obj files.
- mocafolio's examples here: http://code.google.com/p/mokacode/downloads/list.
- EarSlap (Batuhan Bozkurt's) DeQuench interface for interactive 2d sequencer driving sound synthesis on SuperCollider.
Online repository, downloading
The repository for Geas is located at: http://codaset.com/iani/gea. It is too large to download zipped from codaset, so you have to fork it with git. Alternative repositories (mirrors) are set up at: http://github.com/iani/Gea and http://gitorious.org/gea/gea. These offer one-click zipped downloads even for large repositories.
The gea examples are located in
- SuperCollider Source Code Study
- First Steps
- Dynamic Unit Generators with Classes
- Shaders, GLslang
- OSC Dispatcher Devise a system for matching incoming OSC messages to commands using a Hash table for easy addition of new commands.
There exist many tools for programming graphics, both real-time and non-real-time. Matthias Dörfeld is doing some similar work with openFrameworks: http://www.mokafolio.de/ His console and shader examples provided some useful insights for Gea.
Batuhan Bozkurt has created a 2-d interactive sequencer graphic interface for controlling synthesis on SuperCollider, called DeQuencher. This is next in line for study here.