Hey there, is there a write-up about this project available somewhere? I've used this in a project of mine, and I would like to be able to be able to attribute it properly in my own write-up! see the latest video of mine
@whunterknight You can visit the link provided in the description (disis.music.vt.edu). Authors are also listed in the Max patch and other supporting source. Finally, you can also reference recently published paper as part of the 2009 International Computer Music Conference proceedings (see scholar.google.com for more info on the paper). Hope this helps!
WOW! This is great just had a look through the toolkit looks impressive good work!
This is just what i was looking for! :) Seeing as tho on this and some of the other posts there hasn't been any activity in a while i was wondering if you have managed to make a PD port of the Max patch(es)? I am just feeling a little lazy, im sure i could do it myself, but whats the point if its already been done eh? Thanks for your effort! Aiden
Many thanks for the comment! This is an excerpt from an original composition for the DISIS Interactive Taiji project (hoping to post the project media once the end-of-semester heat is over with). Parts of the piece are driven by an algorithm and the composition as a whole is designed to evolve/adapt to the player's performance. I am hoping to get this and other pieces online soon, so please stay tuned...
You can put in there whatever Unity supports (I think the cap for the current version is ~65K polygons per object). In this demo Max does not generate objects. Rather it triggers prefabs set up within Unity (and vice-versa). So, theoretically, you could have a complex video game environment running inside Unity whose properties/behavior are altered through Max input and/or whose resulting "techosystem" in turn affects Max.
[myu] in this video is used manily to drive Unity's visuals through Max. While [myu] certainly can also drive sound, as is the case with "elemental" interactive communal installation whose video is included as part of the DISIS YouTube portfolio, in this case the soundtrack was added after the fact.
FWIW, the soundtrack in question comes from another DISIS project and has been produced using Max/MSP. As for the Max-Reaktor comparison, I think they are both good in their own way.
Regarding your question, if you are referring to the communication layer between Max and Unity, a native jitter object was used for sending texture data, while the control data was sent and received via netsend and netreceive externals.
Hey there, is there a write-up about this project available somewhere? I've used this in a project of mine, and I would like to be able to be able to attribute it properly in my own write-up! see the latest video of mine
whunterknight 6 months ago
@whunterknight You can visit the link provided in the description (disis.music.vt.edu). Authors are also listed in the Max patch and other supporting source. Finally, you can also reference recently published paper as part of the 2009 International Computer Music Conference proceedings (see scholar.google.com for more info on the paper). Hope this helps!
VTDISIS 6 months ago
WOW! This is great just had a look through the toolkit looks impressive good work!
This is just what i was looking for! :) Seeing as tho on this and some of the other posts there hasn't been any activity in a while i was wondering if you have managed to make a PD port of the Max patch(es)? I am just feeling a little lazy, im sure i could do it myself, but whats the point if its already been done eh? Thanks for your effort! Aiden
aidenfry1 6 months ago
@aidenfry1 haha my bad its sooo easy :) did it in 1 hour! thanks again!
aidenfry1 6 months ago
really interesting.
Currently working on integrating real world enviro: into game enviro: This could be a helpful tool.
SuperRodil 1 year ago
Absolutely amazing!!
diamondtearz 2 years ago
Loved the music. Where can I get more?
checoeee 2 years ago
Many thanks for the comment! This is an excerpt from an original composition for the DISIS Interactive Taiji project (hoping to post the project media once the end-of-semester heat is over with). Parts of the piece are driven by an algorithm and the composition as a whole is designed to evolve/adapt to the player's performance. I am hoping to get this and other pieces online soon, so please stay tuned...
VTDISIS 2 years ago
can you put in triangles in as well using this? please let me know.
keebr 2 years ago
You can put in there whatever Unity supports (I think the cap for the current version is ~65K polygons per object). In this demo Max does not generate objects. Rather it triggers prefabs set up within Unity (and vice-versa). So, theoretically, you could have a complex video game environment running inside Unity whose properties/behavior are altered through Max input and/or whose resulting "techosystem" in turn affects Max.
Hope this helps!
VTDISIS 2 years ago
question: it sounds very good (soundquality). did you do mastering? what soundcard did you use? is max msp better than reaktor 5?
konjunktion26 2 years ago
[myu] in this video is used manily to drive Unity's visuals through Max. While [myu] certainly can also drive sound, as is the case with "elemental" interactive communal installation whose video is included as part of the DISIS YouTube portfolio, in this case the soundtrack was added after the fact.
FWIW, the soundtrack in question comes from another DISIS project and has been produced using Max/MSP. As for the Max-Reaktor comparison, I think they are both good in their own way.
VTDISIS 2 years ago
what kind of object did you use please. Great work
yakouf 2 years ago
Many thanks for your kind words!
Regarding your question, if you are referring to the communication layer between Max and Unity, a native jitter object was used for sending texture data, while the control data was sent and received via netsend and netreceive externals.
Hope this helps!
VTDISIS 2 years ago