Posted by DusX on 22 September 2015 | Comments
Just a really quick one. We are going to look at how you can save hours patching in Isadora, by designing data structures for your User Actors.
When working in Isadora it is generally best to wrap all functional units into User Actors. This allows great design flexibility and consistency.
However, once you start to duplicate these elements and feed the data from them back and forth to the other functional elements (user actors), you can end up with a mesh of patch cords that fan out all over your screen.
Not only making it harder to view/read, but also taking a lot of time to link each and every output to X number of inputs.
Posted by DusX on 2 August 2015 | Comments
Posted by DusX on 7 May 2015 | Comments
** Although this method offers a clean way of defining variables outside the main() function. It is often easiest to define variables in the outer most scope to treat them as Global. EG: "myGlobal = 6;" as the very first line of code (outside any functions) would set a global called myGlobal equal to 6.
Posted by DusX on 24 February 2014 | Comments
Using only native Isadora shape elements, freeframe fxs and logic (more on this later HERE)..
This video uses real-time collision detection to control a number of display attributes.
You can see both the Orb change in color and size when the collision between it and the floating Rect is true, as well as; the Rect it self changes.