Book Image

Multimedia Programming with Pure Data

By : Bryan, Wai-ching CHUNG
Book Image

Multimedia Programming with Pure Data

By: Bryan, Wai-ching CHUNG

Overview of this book

Preparing interactive displays, creating computer games, and conducting audio-visual performance are now achievable without typing lines of code. With Pure Data, a graphical programming environment, creating interactive multimedia applications is just visually connecting graphical icons together. It is straightforward, intuitive, and effective. "Multimedia Programming with Pure Data" will show you how to create interactive multimedia applications. You will learn how to author various digital media, such as images, animations, audio, and videos together to form a coherent title. From simple to sophisticated interaction techniques, you will learn to apply these techniques in your practical multimedia projects. You start from making 2D and 3D computer graphics and proceed to animation, multimedia presentation, interface design, and more sophisticated computer vision applications with interactivity. With Pure Data and GEM, you will learn to produce animations with 2D digital imagery, 3D modelling, and particle systems. You can also design graphical interfaces, and use live video for motion tracking applications. Furthermore, you will learn Audio signal processing, which forms the key aspect to multimedia content creation. Last but not least, Network programming using Pure Data extension libraries explores applications to other portable devices.
Table of Contents (17 chapters)
Multimedia Programming with Pure Data
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Applying forces to the particles system


The particles in the system come and go on their own. In fact, we can alter the ways that particles travel across the window. In this section, we introduce different ways to apply forces to the particles so that they can travel in different manners. The first object is part_damp. It is a damping force that changes the speed of each particle.

Have a look at the Particle003.pd patch in the following screenshot:

The part_damp object takes three numbers representing X, Y, and Z directions of the force. Values larger than 1 speed up the particles, while values smaller than 1 slow them down. It is pretty straightforward. The second object is part_gravity. It simulates the attraction of gravity. The next patch Particle004.pd demonstrates its usage as shown in the following screenshot:

The object part_gravity also comes with three numeric parameters in its right inlet. To simulate the gravity, we usually only specify the Y direction with a small negative number...