This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
-- harmonics | |
engine.name = "Sines" | |
function init() | |
root_note = 30 | |
base_freq = midi_to_hz(root_note) | |
freqs = {} | |
amps = {} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
-- patterning | |
-- norns study 2 | |
engine.name = "PolyPerc" | |
function init() | |
engine.release(3) | |
notes = {} | |
selected = {} | |
-- build a scale, clear selected notes |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#!/bin/bash | |
if [ ! -d ./png ]; then mkdir ./png; fi; | |
# creates the screen image | |
for f in *.exr; | |
do | |
echo "Processing $f" | |
convert -alpha off -background black $f ./png/$f.png | |
done |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
FX | |
X = F/(10)~TF[+FHJ]X:0.5 | |
X = F!/(10)~TF[+FX]X:0.3 | |
X = H!/(30)~TF[+FK]X:0.1 | |
X = H!/(30)~TF[+FJ]:0.1 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Example 5-6: Bouncing Ball | |
int x = 0; | |
int speedx = 2; | |
int y = 120; | |
int speedy = 2; | |
void setup() { | |
size(480, 270); | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Example 4-7: Filling variables with random values | |
float r; | |
float g; | |
float b; | |
float a; | |
float diam; | |
float x; | |
float y; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] | |
public class CreateCube : MonoBehaviour | |
{ | |
public int xSize, ySize, zSize; | |
private Mesh mesh; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
int geohandle = 0; | |
float strength = ch("strength"); | |
float width_divisor = 32.0; | |
// radius is derived from the width of the square | |
// valid radius values were very low so | |
// manipulating a scale value is more readable | |
f@radius = ((detail(0, "width")) / width_divisor) * ch("radius_scale"); | |
// get all the neighbors within the radius around this point |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
float noise_freq = ch("noise_freq"); | |
float strength = ch("strength"); | |
vector2 noise_offset = chu("noise_offset"); | |
float time_speed = ch("time_speed"); | |
float x_noise = (@P.x * noise_freq) + (@Time * time_speed) + noise_offset.x; | |
float z_noise = (@P.z * noise_freq) + (@Time * time_speed) + noise_offset.y; | |
vector noise_seed = set(x_noise, 0, z_noise); | |
// let downstream nodes access this value |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
float noise_freq = ch("noise_freq"); | |
float threshold = ch("threshold"); | |
vector seed = @P * noise_freq; | |
// let downstream nodes access this value | |
f@noiseval = noise(seed); | |
if (@noiseval < threshold) { | |
removepoint(0, i@ptnum); |