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

Creating interactive animation


In the last section of this chapter, we are going to create an interactive animation. It is a simplified version of the classic Pong Game.

Before we get on with the Pure Data patch, we first draft a brief plan about the steps we have to do.

  • Animate the moving ball

  • Bounce the ball on the four margins

  • Create the paddle control

  • Keep and display the score

Animate the moving ball

We start with a ball that bounces around in the GEM window. Remember that we use the metro object to animate graphics in the Chapter 2, Computer Graphics with the GEM Library. To make a ball move, we change its position within the GEM window by using the translateXYZ object. Here is the first version of the patch Pong001.pd.

Changing the two number boxes for the translateXYZ object will move the ball around. In order to create an animation, we need to use the metro object to automate the changing of the numbers. In Chapter 2, Computer Graphics with the GEM Library, we have used a counter object...