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H · Creative coding & live-coded visuals

485 atoms · 23 modules primarily in this domain.

Modules

3D scenes and node-based graphics tools
L3 Craft H 8h 18 atoms
AV coherence and sync strategies: making sound and image agree
L2 First instrument JHF 4h 10 atoms
Colour, layers, and pixel-level image processing
L2 First instrument H 6h 22 atoms
Debugging and panic recovery in Hydra
L2 First instrument H 4h 25 atoms
Debugging and panic recovery in P5LIVE
L2 First instrument H 4h 24 atoms
Drawing with trigonometry, polar coordinates, and curves
L2 First instrument H 6h 19 atoms
Evaluating live-coded AV quality without a perception bridge
L3 Craft FH 3h 12 atoms
First sketches: the p5.js/Processing drawing core
L1 Foundations H 5h 15 atoms
Grids, tiling, recursion, and fractal pattern
L2 First instrument H 6h 15 atoms
Hydra feedback, external sources, and networked streams
L3 Craft H 6h 19 atoms
Hydra: live-coding video-synth visuals
L2 First instrument H 6h 37 atoms
Interaction, motion, and coordinate transforms in p5.js
L2 First instrument H 5h 17 atoms
Live-coded transitions: audio, visual, and paired downbeat moves
L3 Craft FHJ 6h 18 atoms
openFrameworks, audio/video I/O, and hardware bridges
L2 First instrument H 6h 13 atoms
Orienting to creative coding: what it is and why you code visuals
L0 Orientation H 3h 12 atoms
Performing live-coded visuals: Estuary, CineCer0, and cycle-sync
L4 Performance H 8h 11 atoms
Physics, autonomous agents, and emergence
L3 Craft H 8h 19 atoms
Punctual: diagnosing silent failures and recovering live
L5 Voice HF 4h 22 atoms
Randomness, Perlin noise, and the aesthetics of generative art
L2 First instrument H 5h 23 atoms
Shaders and GPU-parallel visuals
L3 Craft H 6h 7 atoms
Simulating natural systems: automata, flow fields, and growth
L3 Craft H 8h 15 atoms
Strudel → Hydra AV feature mapping: wiring the 4-bin FFT bridge
L2 First instrument JHF 5h 19 atoms
Typography as visual material: kinetic and generative type
L2 First instrument H 4h 9 atoms

Atoms by level

A peer sparring partner at a similar level sustains creative-coding motivation better than solo practice
Principle L0 Orientation PH
Blender is a free, open-source 3D suite spanning modeling, animation, rendering, compositing, and scripting
Fact L0 Orientation NH
Creative coding aims at expression, not function — code as an artistic medium
Concept L0 Orientation H
Generative art is always a collaboration between the artist and the autonomous system
Concept L0 Orientation H
Generative art requires an autonomous system and a degree of unpredictability
Concept L0 Orientation H
Hydra is a browser-based, JavaScript live-coding language for networked video-synth visuals
Fact L0 Orientation HFJ
In creative coding courses the objective is art, but the medium is student-written software
Principle L0 Orientation LH
p5.js carries Processing's accessibility goal to the browser as a visual-first creative-coding environment
Concept L0 Orientation H
Sharing work publicly early accelerates skill development through feedback and accountability
Principle L0 Orientation PH
The choice of first programming language matters less than the transferable principles it teaches
Principle L0 Orientation HP
The main obstacles to getting good are habits and mindset, not the code itself
Principle L0 Orientation PH
The official Processing tutorials split into video links and leveled text lessons across four sibling platforms
Fact L0 Orientation H
TouchDesigner is a node-based visual platform for real-time interactive multimedia
Fact L0 Orientation IH
Writing custom software enables artistic expression that commercial tools structurally prevent
Principle L0 Orientation HFO
A blend mode is a per-pixel formula that determines how two image layers combine into a composite result
Concept L1 Foundations IGH
A for loop repeats a code block under init, test, and update, turning one drawing procedure into a whole pattern
Concept L1 Foundations H
A Hydra array argument sequences values one per BPM cycle, not a smooth ramp or average
Concept L1 Foundations H
A Hydra chain without `.out()` builds a texture that is never rendered — no error, just black
Misconception L1 Foundations H
A Hydra patch is a left-to-right chain of dot-joined functions, modeled on modular-synth cabling
Concept L1 Foundations HG
Abstraction hides implementation details so programmers focus on what code does, not how
Concept L1 Foundations H
Additive (Linear Dodge) blend mode sums pixel values, producing glowing brightness that clips to white on overflow
Concept L1 Foundations IGHJ
Algorave is tool-agnostic: multiple live coding systems produce its music and visuals
Fact L1 Foundations OFH
cables.gl builds interactive WebGL scenes by connecting operator nodes with virtual cables in a browser-based patch editor
Concept L1 Foundations HG
Complementary colors incite each other to maximum vividness when adjacent and annihilate each other to gray when mixed
Concept L1 Foundations LGH
Computer-generated randomness is always pseudo-random, not truly random
Concept L1 Foundations H
Contrast of hue uses undiluted colors in full intensity; yellow/red/blue is the maximum instance
Concept L1 Foundations LGH
Creative coding at intermediate level assumes fluency in loops, conditionals, arrays, and objects — not specific language knowledge
Fact L1 Foundations LH
Creators need an immediate connection to what they are creating — any delay hides ideas
Principle L1 Foundations HF
Developing creative coding craft requires deliberate repetitive practice analogous to a musician playing scales
Principle L1 Foundations LH
Drawing with semi-transparent fill and no background clear lets shapes accumulate as a trace
Concept L1 Foundations H
Each Hydra save runs `hush()` then re-evals the whole file on the same GL context — frame buffers survive
Fact L1 Foundations H
Every Hydra patch runs source → geometry/color transforms → .out()
Procedure L1 Foundations H
Every Punctual audio or video statement must end with an output operator or its result goes nowhere
Principle L1 Foundations HF
Existing class instances in P5LIVE retain old methods after a softCompile; only newly-constructed instances get the updated code
Misconception L1 Foundations H
Fine adjacent dots of pure color merge in the eye into a single optical mixture more vibrant than a pigment blend
Concept L1 Foundations LGH
Generative aesthetics occupy the sweet spot between order and chaos
Principle L1 Foundations H
GLSL swizzling reads or writes a vector's components in any order in one expression
Concept L1 Foundations GH
Hydra buffer objects (`s0`, `o0`) are not chainable sources — they must be wrapped in `src(...)`
Fact L1 Foundations H
Hydra can use webcams, screen capture, video files, and images as source buffers alongside generated visuals
Procedure L1 Foundations HJ
Hydra feedback with `src(o0)` blows out to white if the fed-back signal is added or scaled ≥ 1
Principle L1 Foundations H
Hydra FFT bins stay at 0 until a Strudel pattern is tagged `.analyze('hydra')`
Fact L1 Foundations HJ
Hydra functions fall into five categories: source, geometry, color, blending, and modulation
Fact L1 Foundations H
Hydra has four independent output buffers (o0–o3) that render separately and can be cross-mixed
Concept L1 Foundations HJ
Hydra models analog video synthesis: each function is a box that generates or transforms a signal
Concept L1 Foundations HG
Hydra organises all its operations into five types: source, geometry, color, blend, and modulate
Concept L1 Foundations H
Hydra transform order matters — `.rotate().kaleid()` differs from `.kaleid().rotate()`
Principle L1 Foundations H
Hydra values are unclamped GL floats — pushing one parameter huge blows out or locks the GPU
Principle L1 Foundations H
Hydra's method-chaining API composes visual transforms as a pipeline from source to output
Concept L1 Foundations H
In a P5LIVE COCODING session the code syncs but each peer renders locally, so sketches depending on local mic/webcam/MIDI look different per machine
Concept L1 Foundations H
In Hydra, live/reactive values must be wrapped in a thunk `() => …` — bare values are baked at eval time
Concept L1 Foundations H
In P5LIVE with HY5 loaded, Hydra's noise() is aliased to noize() to avoid collision with p5's built-in noise()
Fact L1 Foundations H
In Punctual 0.5 osc is the sine oscillator and sin is the math sine function of its argument; old sin-as-oscillator code is wrong
Misconception L1 Foundations HF
In this rig, Hydra's `a` object is a 4-bin shim fed from Strudel, not the native mic FFT
Fact L1 Foundations HJ
Larry Tesler's modelessness principle — no person should be trapped in a mode — led to cut/copy/paste
Concept L1 Foundations FH
Live coding languages are classified by target medium, host platform, and implementation language
Concept L1 Foundations FH
Mapping sin(angle) to canvas y-coordinates draws a smooth periodic wave
Concept L1 Foundations H
Modulating the pulse width of a square wave produces chorusing and Doppler-shift timbral effects
Concept L1 Foundations EBH
Multiply blend mode darkens by multiplying per-channel values, giving white transparency and black full darkening
Concept L1 Foundations IGH
Neutral gray is achromatic and characterless but takes on a complementary tinge from any adjacent color
Concept L1 Foundations LGH
p5.js accepts colors as a grayscale number, an RGB triple, or a CSS color-name string
Concept L1 Foundations H
p5.js asset-loading functions (loadFont, loadImage) are asynchronous and must be called in preload() or given a callback to avoid undefined references
Procedure L1 Foundations H
p5.js is a state machine where fill, stroke, and transform calls persist until overridden, so wrapping elements in push/pop prevents transform accumulation
Principle L1 Foundations H
p5.js map() rescales a value from one numeric range into another
Concept L1 Foundations H
p5.js sketches that load external files require a local web server to avoid cross-origin errors
Fact L1 Foundations H
p5.sound wraps the Web Audio API in a Processing-style interface for audio analysis and playback
Concept L1 Foundations HJ
p5's WEBGL renderer moves the origin to the canvas center and needs texture()/material before shapes show color
Concept L1 Foundations H
P5LIVE audio-reactivity has three incompatible sources (p5.sound, HY5, embedded Strudel) and none is the rig's 4-bin a.fft contract
Concept L1 Foundations HJ
P5LIVE runs p5 in global mode; instance-mode sketches (function sketch(p){}) must be rewritten before they work
Fact L1 Foundations H
P5LIVE sandbox and strudel regions must use matched open/close comment delimiters at top level, not inside functions
Procedure L1 Foundations H
P5LIVE softCompile only replaces changed functions, leaving global-variable or setup edits to trigger a full hardCompile
Concept L1 Foundations H
Planning a generative artwork on paper before coding reduces debugging time and sharpens the visual intent
Principle L1 Foundations LH
Processing provides point, line, rect, ellipse, and bezier as core drawing primitives
Fact L1 Foundations H
Processing requires explicit data types — int, float, and boolean serve different numeric purposes
Concept L1 Foundations H
Processing separates fill, stroke, and strokeWeight into independent state settings
Concept L1 Foundations H
Processing specifies colour as additive RGB values (0–255 per channel) with an optional alpha channel
Concept L1 Foundations H
Processing's if-else structures let programs branch based on relational expressions
Concept L1 Foundations H
Punctual edits quantize to the next cycle boundary with a short crossfade by default, so a change can take up to one cycle to land
Concept L1 Foundations HF
Punctual feedback (fb) with gain at or above 1 blooms to white and requires re-evaluation to reset
Concept L1 Foundations H
Punctual is not wired into this livecoding rig — no file hot-reload, no 4-bin a.fft shim; run it at its own URL or in Estuary
Fact L1 Foundations HF
Punctual's [...] list is combinatorial (channel-count product) while {...} is pairwise; using [...] where {...} is intended silently multiplies channels
Concept L1 Foundations HF
Punctual's $ makes everything to its right the final argument while & is reverse application; confusing them silently reorders the graph
Concept L1 Foundations HF
Punctual's cps is fixed at 0.5 when run standalone; it only reflects the ensemble tempo inside Estuary
Fact L1 Foundations HF
Punctual's lo/mid/hi analyse the program's own audio output; ilo/imid/ihi analyse microphone input — reading lo with no audio output gives 0
Fact L1 Foundations HJ
Punctual's three arrow operators have distinct roles: >> routes to output, <> sets crossfade duration, and << is assignment (synonym for =)
Fact L1 Foundations HF
Putting yourself in a feedback loop — doing, observing results, adjusting — is how artistic skill with a tool develops
Principle L1 Foundations HP
Red-orange is the warmest color and blue-green the coldest, but intermediate hues shift warm or cold only relative to their neighbors
Concept L1 Foundations LGH
Saturation contrast — pure vs. diluted color — can be achieved by mixing with white, black, gray, or the complementary
Concept L1 Foundations LGH
Saving incremental versions frees generative artists to experiment boldly without fear
Procedure L1 Foundations H
Screen blend mode lightens by inverting, multiplying, and inverting again — giving black transparency and white full brightening
Concept L1 Foundations IGH
setup() runs once and draw() runs every frame, forming the animation loop
Concept L1 Foundations H
The demoscene evolved from software cracker intro screens into an independent computer art subculture
Concept L1 Foundations OH
The eye simultaneously generates the complementary of any color it sees
Principle L1 Foundations LGH
The first computer-generated gallery artworks (1965) used random number tables to position and style plotted marks
Concept L1 Foundations OH
The Hydra rig shim exposes only 4 FFT bins — onset, tempo, RMS and spectral centroid do not exist
Fact L1 Foundations HJ
The Processing/p5.js canvas places the origin at the top-left with y increasing downward
Concept L1 Foundations H
The signal-flow model makes interconnection primary, unlike the canvas-drawing model of Processing
Principle L1 Foundations HG
Twentieth-century avant-garde artists established chance operations as a critique of rational order
Concept L1 Foundations OH
Using an audio-only function in a visual context (or vice versa) in Punctual silently returns 0 rather than an error
Misconception L1 Foundations HF
Weekly curation-and-critique of new-media projects builds a practitioner's reference library and critical vocabulary
Procedure L1 Foundations LH
Where a variable is declared determines its scope: outside functions is global, inside is local
Concept L1 Foundations H
3D geometry in p5.js needs a light source to convey shape and depth; ambient vs directional/point light differ
Concept L2 First instrument HG
A 2D Perlin noise field can displace every point in a regular grid to create organic cloud-like structure
Concept L2 First instrument H
A blurred copy of the image added back via screen or add blend is a cheap bloom/glow effect
Concept L2 First instrument HG
A class is a template; an instance is one concrete object created from that template
Concept L2 First instrument H
A clear base pulse must be established before it is broken — an unbroken pulse is static and an unbroken lack of pulse is formless
Principle L2 First instrument HL
A color's expressive weight shifts with its position in the composition field — low blue is heavy, high blue is light
Principle L2 First instrument LHG
A complete visual design can be built from one hue using only lighter and darker variations in HSB
Procedure L2 First instrument LHG
A cosine/gradient palette defines a whole color ramp from a few coefficients and animates it by shifting phase over time
Concept L2 First instrument LGH
A custom pow(sin(x),n) shaping function replaces noise() to give a smooth periodic radius variation with a distinctive character
Procedure L2 First instrument H
A fixed set of self-imposed constraints (one font, one image, one palette) speeds generative iteration
Principle L2 First instrument HL
A flat color placed between two parents reads as their mixture when it is a believable middle-ground in hue and lightness
Principle L2 First instrument LH
A GLSL shader program splits into a vertex shader run per-vertex and a fragment shader run per-pixel
Concept L2 First instrument GH
A light grain pass over the final composite is the most reliable 'make it look intentional' move — it unifies layers and hides banding
Principle L2 First instrument HGL
A near-monochrome ground with one saturated accent — letting contrast do the work, not hue variety — is the geometric palette recipe
Principle L2 First instrument HGL
A PerspectiveCamera's frustum determines exactly what is visible and what is clipped in three.js
Concept L2 First instrument H
A reactive Hydra parameter must be written as a () => … thunk — a bare expression is evaluated once at eval time and frozen
Misconception L2 First instrument HJ
A reactive visual parameter that spends most of its time pinned at its min or max fails the sanity check and needs its base, gain, or scale retuned
Misconception L2 First instrument JH
A rising audio energy arc can be mapped to rising visual motion rate or scale so that both domains accelerate together during a build
Procedure L2 First instrument JHF
A single 'energy' scalar driving multiple motion parameters makes the whole image rise and fall coherently
Principle L2 First instrument HJ
A slow warp of a simple texture is the richest single source of visual complexity — it beats a complex static texture
Principle L2 First instrument HG
A strong focal point is created by contrast, isolation, or convergence — not by competing elements
Principle L2 First instrument LHG
A Strudel voice must be tagged `.analyze('hydra')` to contribute to the FFT — an untagged voice is inaudible to the visuals even if loud in the speakers
Fact L2 First instrument JFH
A tan() wave drives motion that shoots off-screen and returns from the opposite side, unlike a bounded sin() wave
Concept L2 First instrument H
A three.js Mesh is the combination of a Geometry (shape) and a Material (appearance) and nothing is drawn until both are combined
Concept L2 First instrument H
A vignette darkens frame edges to concentrate attention inward and give a generative field coherence
Concept L2 First instrument LHG
A visual pulse is amplitude-following, not beat-locked, and will drift from the musical grid
Concept L2 First instrument HJ
A whole Hydra chain compiles to one GPU shader that computes every pixel in parallel
Concept L2 First instrument HG
a.bins gives Hydra's un-normalised FFT values and a.prevBins gives the previous frame's, enabling delta-based reactivity
Concept L2 First instrument JH
a.fft is updated once per rendered frame at ~60 Hz — sub-frame transients are averaged away, making onset detection impossible
Fact L2 First instrument JH
a.fft values are not clamped to 0–1 and can exceed 1 under normal use, so bounded visual parameters must be clamped in the sketch
Fact L2 First instrument JH
a.setScale() and a.setCutoff() map FFT bin values to 0–1 via a noise gate and a ceiling threshold
Concept L2 First instrument JH
a.setSmooth() prevents strobe artifacts by exponentially averaging consecutive FFT frames in Hydra
Concept L2 First instrument JH
Adding Perlin noise to a spiral's radius each step produces organic, irregular loop shapes
Procedure L2 First instrument H
Adding symmetry to a random grid triggers human pattern recognition and produces apparent faces or structures
Principle L2 First instrument HL
Adjacent colors at exactly equal light intensity lose their visible boundary — the edge vanishes
Concept L2 First instrument LH
All couplings requiring onset, tempo, beat-phase, or per-instrument signal share one root blocker and are not achievable with the 4-bin bridge
Fact L2 First instrument JH
Ambiguous figure-ground — each region readable as either foreground or background — deepens the psychedelic effect
Concept L2 First instrument HL
An Archimedean spiral is drawn by incrementing both angle and radius simultaneously in a loop
Procedure L2 First instrument H
An effective poster pairs something recognizable with an unexpected presentation to hold the viewer
Principle L2 First instrument HL
An exp-curve bass amplitude pump is the supported proxy for a kick-keyed visual sidechain, and it is not the same thing
Misconception L2 First instrument JH
An iterative random walk accumulates small random steps to produce an organic wandering line
Concept L2 First instrument H
An ofxFloatSlider added to an ofxPanel binds a live variable to a draggable GUI control
Procedure L2 First instrument H
Anticipation is a preparatory move before a major action that primes the viewer's expectation
Concept L2 First instrument LH
Any Hydra number parameter can be a function evaluated each frame, enabling gestural and data-driven control
Procedure L2 First instrument H
Any Hydra parameter can be a function of time, enabling continuous animation without retyping code
Concept L2 First instrument H
Arranging colors exclusively in stripes suppresses shape dominance and foregrounds color interaction
Procedure L2 First instrument LH
Arrays in Processing store multiple values under one name, accessed by zero-based index
Concept L2 First instrument H
Audio can drive emphasis in a composition but cannot move focus on the beat in the current rig
Fact L2 First instrument LHJ
Audio-reactive texture intensity (band amplitude to grain/warp) is realizable now; onset-triggered glitch bursts are not possible in this rig
Fact L2 First instrument JH
Audio-reactive visuals extract DSP data from audio and map it to visual parameters
Concept L2 First instrument JH
Audio-visual coherence requires agreement on energy, spectral balance, and section — reactive motion alone does not guarantee it
Principle L2 First instrument JH
AV mapping transfer functions are almost always affine (linear) or squared-exponential — linear for continuous motion, exp for onset-ish pop
Concept L2 First instrument JH
Bass should drive large, slow visual elements and highs should drive fine, fast detail for maximum AV coherence
Principle L2 First instrument JH
Beat detection via amplitude threshold fires a visual event when RMS crosses a set level
Procedure L2 First instrument JH
beginShape/endShape with vertex() and bezierVertex() builds arbitrary polygons and smooth curves in p5.js
Procedure L2 First instrument H
Blending a Hydra shape with its own output and then repeating it yields self-similar fractal structure
Concept L2 First instrument H
blendMode() controls how overlapping layers combine in p5.js (e.g. LIGHTEST keeps the brighter pixel)
Concept L2 First instrument H
Cellular automata generate emergent global patterns from cells that update on local neighbour rules
Concept L2 First instrument HF
Classic fractal coloring maps iteration count or distance to a cycled multi-stop ramp with a dark base so bright filaments glow
Concept L2 First instrument HG
Colored lights produce complementary-colored shadows, and multiple colored light sources create multiple hued shadows
Concept L2 First instrument LGH
colorMode(HSB) makes hue, saturation, and brightness independently controllable axes
Concept L2 First instrument H
Compose the big value masses and empty areas first; detail cannot rescue a frame whose masses don't read
Principle L2 First instrument LHG
Continuous slow zooming is the signature motion of fractal visuals — iteration count and zoom depth are the main expressive controls
Principle L2 First instrument HG
Contrast of extension balances color areas by their luminosity: yellow needs three times less area than violet to hold equal visual weight
Principle L2 First instrument LGH
Contrasting hues of near-equal lightness produce uncomfortable vibrating boundary lines between them
Concept L2 First instrument LH
CPU pixel manipulation reads and writes the raw RGBA array directly, unlike a per-pixel GPU shader
Concept L2 First instrument LH
createFont() loads a font at a chosen size; loading it large keeps text crisp when scaled
Fact L2 First instrument H
Custom functions in Processing encapsulate reusable code blocks with parameters and return values
Concept L2 First instrument H
Darken Only and Lighten Only take the per-channel min and max of the two layers
Concept L2 First instrument IGH
Deconstructing a shape into steps enables naturalistic variance at each step
Procedure L2 First instrument H
Degradation textures (grain, scanlines, chromatic-aberration, dither) place a piece in a glitch/retro-crt/vaporwave idiom; clean noise/voronoi signals organic
Concept L2 First instrument HL
Depth is implied by overlap, scale, parallax, atmospheric fade, and blur-soften on layers
Concept L2 First instrument LHG
Difference blend mode subtracts layers and takes the absolute value, making matching areas black and differing areas bright
Concept L2 First instrument IGH
Digital sound synthesis chains unit generators — oscillators, envelopes, effects — in signal processing networks
Concept L2 First instrument HB
Displacement-map is static structural coordinate offset; modulation-warp is its animated cousin driving continuous motion
Concept L2 First instrument HG
Dissolve blend mode creates a grainy stochastic transition by randomly sampling pixels from each layer based on opacity
Concept L2 First instrument IH
Divide blend mode divides the base by the top layer, so a darker top brightens the base and any colour over black becomes white
Concept L2 First instrument IGH
Dodge modes lighten and burn modes darken as mirror images: dodging equals burning the negative
Principle L2 First instrument IGH
Domain-warping noise with noise — feeding noise into modulation-warp — produces turbulent, liquid, marbled texture and is the richest cheap texture
Concept L2 First instrument HG
Domain-warping noise with noise is the core organic visual move — turbulent, liquid, marbled
Principle L2 First instrument HG
Drawing a semi-transparent black rectangle each frame creates a motion trail by gradual fade
Concept L2 First instrument H
Driving a shape's radius or count from audio is realizable now; making a shape appear on-the-kick is not
Fact L2 First instrument LGHJ
Driving several unrelated visual parameters from the same FFT band reads as everything-pumping-together mud — one band should map to one dominant target
Principle L2 First instrument JH
Driving visual motion from band energy rather than Hydra's clock produces a tighter in-time feel because energy rises and falls with the groove
Principle L2 First instrument JH
Each hue has characteristic psychological and symbolic expressive values that shift with context but retain a core identity
Concept L2 First instrument LGH
Easing moves a value toward a target by a fraction of the remaining distance each frame
Concept L2 First instrument H
EEVEE is Blender's real-time renderer that uses rasterization, trading physical accuracy for speed
Concept L2 First instrument HN
Every three.js program is built from a Scene and Camera passed to a Renderer that draws them to a canvas
Concept L2 First instrument H
Every visual animation is a parameter driven by a function of time — the character of motion is entirely in that function
Concept L2 First instrument HG
Extracting magic numbers into named variables makes a generative sketch explorable by tuning
Principle L2 First instrument H
FBM sums octaves at doubling frequency and halving amplitude — more octaves add finer natural detail across scales
Concept L2 First instrument HG
Feedback gain near 1 causes runaway whiteout — leave headroom and decay each frame
Principle L2 First instrument HG
Feeding an output buffer back as its own input makes tiny changes compound into emergent patterns
Concept L2 First instrument H
FFT decomposes audio into frequency bins that can be mapped to individual visual elements
Concept L2 First instrument JH
Follow-through means secondary parts of an object continue moving after the main body stops
Principle L2 First instrument LH
Fractal visuals have two build routes: domain repetition with raymarching for 3D lattices, or feedback zoom for a cheap 2D self-similar tunnel
Concept L2 First instrument HG
frameCount % width produces seamlessly looping horizontal motion in p5.js
Procedure L2 First instrument H
Generative Design organises its p5.js sketches as Principles (P) then Methods (M) then Applications (A)
Concept L2 First instrument H
Geometric motion should be restrained and mechanical-but-eased so the eye can follow every edge
Principle L2 First instrument HG
Geometric visuals are built by combining one SDF shape with boolean operations, then imposing symmetry, then composing the frame
Procedure L2 First instrument HG
Geometric visuals are built on precision — outline-stroke shapes, high value-contrast, no noise, on a flat ground
Concept L2 First instrument HG
Glitch motion is frantic and discontinuous — jumps, freezes, and strobe-flash accents rather than smooth transitions
Concept L2 First instrument HG
Glitch palette is high-contrast and electric — black plus saturated green/magenta/cyan and white, with broken color from channel offset on-brand
Concept L2 First instrument HGL
Hard color boundaries read as spatial separation; soft boundaries signal proximity or penetration
Concept L2 First instrument LH
Hard Light and Overlay are commuted versions of the same formula: Hard Light treats the blend layer as Overlay treats the base layer
Concept L2 First instrument IGH
Harmonious dyads, triads, tetrads, and hexads can be constructed by inscribing geometric figures in the 12-hue color circle
Concept L2 First instrument LGH
Hue/Saturation/Color/Luminosity blend modes swap perceptual dimensions between layers rather than mixing channel values
Concept L2 First instrument IGH
Hydra accepts a function in place of any numeric parameter, evaluated every frame
Concept L2 First instrument H
Hydra blend operations are per-pixel arithmetic on R, G, B values, not layer compositing
Concept L2 First instrument HG
Hydra can embed multiple sources inline in one chain instead of routing each to a separate output
Concept L2 First instrument H
Hydra can use another browser tab or window as a live video source, then process it like any signal
Concept L2 First instrument H
Hydra color transforms multiply, shift, or key the RGBA channels of a texture
Concept L2 First instrument H
Hydra geometry transforms reposition, scale, or tile a texture without changing its colors
Concept L2 First instrument H
Hydra is a browser-based live coding environment for visual synthesis, enabling collaborative networked visual performance
Fact L2 First instrument FHJ
Hydra models WebRTC browser streams as patchable modules, enabling live routing of video between remote peers
Concept L2 First instrument HJ
Hydra processes a webcam by initialising it into s0 and using it inside src()
Procedure L2 First instrument H
Hydra reads only the browser's default microphone input, not desktop audio; DAW output requires virtual audio routing
Fact L2 First instrument JH
Hydra shares sketches as links that reopen the editable code, building a traceable remix lineage
Concept L2 First instrument HP
Hydra sources inside Estuary are chained with dot-notation and sent to outputs with .out()
Procedure L2 First instrument H
Hydra visuals are built by chaining functions, and the order of the chain changes the output
Procedure L2 First instrument H
Hydra's `a` object exposes real-time FFT bins so any parameter can be driven by an audio frequency band
Procedure L2 First instrument HJ
Hydra's a.fft array holds per-bin amplitude values produced by FFT analysis of the microphone input
Concept L2 First instrument JH
Hydra's a.onBeat() callback fires whenever a.vol crosses a configurable threshold
Concept L2 First instrument JH
Hydra's a.setSmooth sets smoothing for all bands globally — to smooth one target differently, write a per-value lerp in the thunk
Fact L2 First instrument HJ
Hydra's blend family composites two sources by arithmetic on their pixel colors
Concept L2 First instrument HJ
Hydra's modulate() uses one texture's red/green channels as coordinate offsets to warp another
Concept L2 First instrument HG
Hydra's six built-in source functions each generate a distinct base texture type
Concept L2 First instrument H
Hydra's speed global scales the global time variable that drives parameter animation
Fact L2 First instrument H
Immediate-mode 2D canvas redraws the whole frame each tick from explicit vector calls while retaining program state between frames
Concept L2 First instrument LH
Immediate-mode canvas treats text as a first-class visual element and can convert glyph outlines to point clouds
Concept L2 First instrument LH
In an open-architecture patch, objects are wired with cords carrying the video signal, and any break stops the output
Concept L2 First instrument IHN
In minimal compositions, value contrast (not hue) carries the image — any saturation becomes the accent
Principle L2 First instrument HL
In minimal visuals, placement and timing are the content — there is nothing else to hide behind
Principle L2 First instrument HL
In p5.js WEBGL mode the coordinate origin is at the canvas center, not the top-left
Concept L2 First instrument HG
In the 4-bin rig, audio bands can drive color brightness, saturation, or palette phase but not onset-triggered color events
Fact L2 First instrument LHJ
In the glitch style, digital degradation is the material — corruption, pixel-sorting, and RGB split are the primary tools, not side effects to avoid
Concept L2 First instrument HG
In this rig, audio-reactive visual motion is envelope-following only — beat-locking and onset-triggering are not available
Fact L2 First instrument JH
Keeping code and output permanently synchronized eliminates the mental model gap that causes creative blindness
Concept L2 First instrument FH
Layer blend modes are non-destructive and dynamic; painting tool blend modes permanently alter pixels
Concept L2 First instrument IH
lerpColor() over a for-loop of stacked lines builds a smooth gradient in p5.js
Procedure L2 First instrument H
Limiting to 2–4 hues with role assignments reads as intent rather than randomness
Principle L2 First instrument LHG
Map the low-mid band to organic warp/flow depth so the field swells and eddies with the music's body
Principle L2 First instrument JH
Mapping audio low-mid to fractal zoom rate or feedback gain risks runaway whiteout — keep gain in check
Principle L2 First instrument JH
Mapping bass to feedback-trail zoom or symmetry scale makes the tunnel pulse with the low end
Principle L2 First instrument JH
Mapping high-mid band to rotation speed or line thickness gives geometric visuals a crisp, articulate audio response
Principle L2 First instrument JH
Mapping the highs band to glitch intensity makes corruption spike with hats and transients — the closest proxy to onset-triggered glitching
Principle L2 First instrument JH
Mapping time to space allows designers of time-based systems to see their entire history at once
Concept L2 First instrument FH
Minimal motion is a single well-timed easing-curve drift — one move is the whole event
Concept L2 First instrument HL
mouseX, mouseY and pmouseX, pmouseY give current and previous cursor positions for interaction
Concept L2 First instrument H
Multiplying a single generative element by many instances reveals emergent system behavior
Principle L2 First instrument H
Music feedback-loop and visual feedback-trail are the same self-feedback mechanism — a signal fed back into itself with less-than-one gain — expressed in two domains
Concept L2 First instrument JBH
Natural motion follows arcs rather than straight lines, giving animation flow and biological authenticity
Principle L2 First instrument LH
Negative space is a deliberate compositional choice, not a deficiency — emptiness amplifies the subject
Principle L2 First instrument LHG
Nested loops over a grid of tiles are the foundation of parametric tiling patterns in p5.js
Procedure L2 First instrument H
Noise-field is coherent — nearby points are similar yet non-repeating — making it the foundational texture primitive for organic imagery
Concept L2 First instrument HG
norm(), lerp(), and map() convert and interpolate values between numeric ranges
Concept L2 First instrument H
ofImage loads and draws image files with a two-call setup/draw pattern
Procedure L2 First instrument H
ofImage.grabScreen() captures the current frame to a PNG in bin/data
Procedure L2 First instrument H
ofSoundPlayer loads and plays a sound file from bin/data with load() then play()
Procedure L2 First instrument H
One coherent noise source well-warped beats many uncorrelated textures fighting — texture should support form, not compete with the focal-point
Principle L2 First instrument HGL
One or two motions at a time — a still figure on a flowing ground reads far better than everything moving
Principle L2 First instrument HGL
Opaque flat colors can create a convincing illusion of transparency when precisely calibrated as a middle mixture
Principle L2 First instrument LH
openFrameworks addons are added via projectGenerator or an addons.make file
Procedure L2 First instrument H
Organic geometry builds natural-looking forms from strictly geometric primitives
Concept L2 First instrument HL
Organic palettes use analogous color harmony — neighboring hues with low contrast and smooth gradients
Concept L2 First instrument HL
Overlay blends Multiply and Screen conditionally on the base layer: darks get darker, lights get lighter, midtones are unaffected
Concept L2 First instrument IGH
Overt audio-reactivity breaks the stillness of a minimal visual — subtle smoothed bass or no reactivity at all
Principle L2 First instrument HJ
p5.FFT provides both frequency-domain analyze() and time-domain waveform() readings
Fact L2 First instrument JH
P5LIVE is not part of the 4-bin Strudel+Hydra rig — a.fft[] does not exist in P5 and must never be emitted there
Fact L2 First instrument LHJ
P5LIVE realizes particle systems with real per-element p5.Vector state, making the concept portable from GLSL-fake to genuinely simulated
Concept L2 First instrument LH
Perlin noise produces smooth, continuous pseudo-random values, unlike the erratic jumps of raw random()
Concept L2 First instrument H
Physics simulation models position with velocity plus acceleration, where each value updates the next
Concept L2 First instrument H
Pinning a free-running audio tremolo and a visual brightness-pulse to the same rate value makes them move in lockstep without a shared transport
Procedure L2 First instrument JHF
Pixel art as a discipline developed within the demoscene alongside the related artscene subculture
Fact L2 First instrument OHL
Pixel mapping replaces each pixel of a source image with a drawn element sized or coloured by that pixel's value
Procedure L2 First instrument H
Placing focal elements on the thirds lines or intersections reads as dynamic; centering reads as static
Principle L2 First instrument LHG
Points on a circle's circumference are computed from center, radius, and angle using sin/cos
Procedure L2 First instrument H
Polar coordinates (r, angle) map to Cartesian (x, y) as x = cx + r*cos(a), y = cy + r*sin(a)
Concept L2 First instrument H
Polar warp reinterprets Cartesian coordinates as (radius, angle), turning stripes into rings and scrolling into rotation
Concept L2 First instrument LGH
Polar-warp plus radial-symmetry forms the mandala/kaleidoscope skeleton of a psychedelic visual
Concept L2 First instrument HG
Processing classes bundle related fields and methods into reusable, instantiable objects
Concept L2 First instrument H
Processing displays text using pre-converted VLW bitmap fonts loaded with loadFont() and textFont()
Concept L2 First instrument H
Processing event functions like mousePressed() interrupt draw() cleanly, running once per event
Concept L2 First instrument H
Processing keyboard events use keyPressed and key variables, with keyCode for special keys
Concept L2 First instrument H
Processing maintains drawing style state until explicitly changed
Concept L2 First instrument H
Processing's beginShape/endShape with bezierVertex() enables smooth custom vector paths
Concept L2 First instrument H
Processing's PGraphics is an independent off-screen drawing layer with its own coordinate system and settings
Concept L2 First instrument HL
Processing's setup() runs once and draw() repeats each frame to create animation
Procedure L2 First instrument H
Psychedelic palettes are highly saturated complementary/triadic hues always in motion via palette-cycle — color must never settle
Concept L2 First instrument HL
Punctual runs audio and visuals in one program, eliminating the need for an external AV bridge — audio reacts to its own sound natively
Fact L2 First instrument JH
Punctual uses a normalised -1 to 1 coordinate space with (0,0) at the centre of the screen
Fact L2 First instrument HF
Punctual uses the same signal notation for audio and visuals, routed by the >> target
Concept L2 First instrument FH
push() and pop() isolate transformations so they do not accumulate globally in p5.js
Procedure L2 First instrument H
Raising a uniform random value to a power skews its distribution toward one end of its range
Concept L2 First instrument H
random() produces uniform random values while noise() produces smooth correlated pseudo-random values
Concept L2 First instrument H
randomSeed() makes a p5.js sketch's random output deterministic so results can be saved, shared, and re-created
Concept L2 First instrument H
Reading a.fft[4] or higher returns undefined, causing NaN arithmetic and a frozen or black Hydra frame
Fact L2 First instrument HJ
Recording performed gestures as animation data creates more natural motion than keyframing
Concept L2 First instrument HI
Recursive functions in Processing call themselves to generate self-similar, branching forms
Concept L2 First instrument H
Recursive grid subdivision generates fractal-like layouts by splitting cells into sub-grids
Procedure L2 First instrument H
Regular or varied spacing of repeated visual units creates rhythm across the frame even in a still image
Concept L2 First instrument HL
Rendering a looping animation to video: save each frame and call exit() at a target frameCount
Procedure L2 First instrument HN
Reserve raymarched 3D for when depth adds meaning; a flat SDF composition is often stronger
Principle L2 First instrument LGH
RGB is a poor space for color reasoning because interpolation muddies through gray
Concept L2 First instrument LHG
rotate() and scale() in Processing transform geometry in local coordinate space, not screen space
Concept L2 First instrument H
Rotating a diameter chord around a circle while varying its length by noise produces a wave-clock pattern
Procedure L2 First instrument H
Routing the highs band to kaleidoscope symmetry count produces a coherent coupling — fast bright content increases visual complexity
Procedure L2 First instrument JH
Sampling an image's pixels and sorting the resulting colours by hue, saturation, or brightness extracts its palette
Procedure L2 First instrument H
saveFrame() exports sequential still images that can be assembled into video
Procedure L2 First instrument H
SDFs and immediate-mode drawing are two distinct shape paradigms: field-based vs path-based
Concept L2 First instrument LGH
Section-level visual intensity must be edited to match the music arrangement because no section signal crosses the AV bridge
Principle L2 First instrument JH
Semi-transparent marks accumulate in visual density where shapes overlap most
Principle L2 First instrument H
Shadertoy and Three.js trace their origins directly to demoscene real-time graphics practice
Fact L2 First instrument OGH
Showing concrete runtime values alongside abstract code eliminates the need to mentally simulate execution
Principle L2 First instrument FH
sin() and cos() convert angles to unit-circle coordinates, enabling circular motion and oscillation
Concept L2 First instrument H
Size-restricted intros (64K and 4K) force procedural generation over raw data storage
Concept L2 First instrument OHG
Slow in and slow out — more frames near key poses and fewer in the middle — creates natural easing
Concept L2 First instrument LH
Soft Light is a gentler Overlay where pure black or white inputs do not produce pure black or white outputs
Concept L2 First instrument IGH
Sound reaches Hydra through exactly one path: a 4-element FFT array filled from Strudel's Web-Audio analyser — no MIDI, OSC, or per-instrument bus exists
Fact L2 First instrument JHF
Spout (Windows) and Syphon (macOS) share live video between applications on one machine
Fact L2 First instrument IH
Squaring a band value produces a soft onset-ish punch that pops on loud hits without requiring true onset detection
Procedure L2 First instrument JH
Squash and stretch give animated objects the illusion of weight and volume
Concept L2 First instrument LH
Staging presents an idea so that it reads clearly to the audience
Principle L2 First instrument LH
Strobe/flash is a high-impact accent that must be used sparingly because of photosensitivity risk, never as a default
Principle L2 First instrument HL
Strudel and Hydra have no shared clock — Hydra's bpm and Strudel's transport are independent and will drift
Fact L2 First instrument JFH
Symmetry (reflection, radial, tiling) turns a small motif into a full frame at minimal cost
Principle L2 First instrument LGH
Syphon (Mac) and Spout (Windows) share live video streams between apps as VPT sources or outputs
Concept L2 First instrument IH
Tempo-locked visual changes are not achievable in this rig because the bridge exposes only FFT energy with no beat-phase or onset
Fact L2 First instrument JH
The 10-PRINT Commodore 64 one-liner generates complex maze-like patterns from a single coin-flip per character cell
Concept L2 First instrument HL
The 4-bin layout is the shared surface between music frequency-budgeting and visual spectral-band-split: a well-budgeted mix yields a legible band-split visual for free
Principle L2 First instrument JHF
The area and recurrence (quantity) of a color determines its visual dominance independently of its hue
Principle L2 First instrument LH
The AV shim exposes four per-band tuning controls — setScale, setCutoff, setSmooth, setBins — that adjust how a.fft responds without changing the sketch
Procedure L2 First instrument JH
The base term in a mapping transfer function is the visual floor at silence — it must produce an intentional frame when a.fft is zero
Principle L2 First instrument JH
The Nature of Code is a 12-chapter, 67-video p5.js track on simulating natural systems in code
Fact L2 First instrument H
The seed mapping uses bass for brightness, high-mid for rotation speed, and low-mid for warp depth — three of four bands are assigned, highs are unused
Fact L2 First instrument JHF
The sine function produces smooth repeating variance usable as a custom noise alternative
Concept L2 First instrument H
The three primary colors correspond to the three fundamental shapes: yellow to triangle, red to square, blue to circle
Concept L2 First instrument LHG
The three.js scene graph is a hierarchy where child object transforms are always relative to their parent
Concept L2 First instrument H
There are exactly 17 distinct symmetry groups for periodically tiling the plane
Fact L2 First instrument HL
Timing in animation is controlled by the number of frames between poses: more frames = slower, fewer = faster
Principle L2 First instrument LH
TouchDesigner organises every node into six operator families named by data type: TOPs, CHOPs, SOPs, MATs, DATs, COMPs
Concept L2 First instrument IH
translate() and rotate() transform the drawing origin; pushMatrix/popMatrix save and restore it
Procedure L2 First instrument H
translate() shifts Processing's coordinate origin, and pushMatrix/popMatrix save and restore transform state
Concept L2 First instrument H
Two near-frequency spatial oscillators beating against each other produce moire shimmer interference
Concept L2 First instrument HG
Two-dimensional arrays in Processing store grid data as arrays of arrays
Concept L2 First instrument H
Value contrast (light vs dark) is the strongest visual cue, outranking saturation and hue
Principle L2 First instrument LHG
Vector PDF output preserves resolution at any scale while raster output has fixed pixel resolution
Concept L2 First instrument H
Video feedback pointing a camera at its own output produces self-similar, fractal-like patterns from simple recursion
Concept L2 First instrument HL
Visual balance distributes visual weight so symmetric reads as stable and asymmetric as dynamic
Concept L2 First instrument LHG
Visual phrasing groups change into statement-variation-return arcs so the image has structure rather than uniform churn
Principle L2 First instrument HL
Visualizing live voltage and current data directly on a circuit diagram eliminates mental simulation in electronics
Concept L2 First instrument H
Voronoi cell look varies between distance-to-nearest-point and distance-to-second-nearest — each gives a distinct aesthetic
Concept L2 First instrument HG
Warm colors advance and cold colors recede, but this depth effect reverses depending on the background
Principle L2 First instrument LGH
Warm hues advance and feel active; cool hues recede and feel calm
Principle L2 First instrument LHG
When no clock signal crosses the audio-visual bridge, the performer matches visual phrase length to musical phrases by feel and manual edit timing
Procedure L2 First instrument JH
Wiring a sensor to an actuator with a straight or crossed connection produces approach or avoidance behavior
Concept L2 First instrument HL
2D Perlin noise maps x,y coordinates to smooth organic texture fields
Procedure L3 Craft H
A camera-screen feedback loop is a physical system that iterates a differential equation
Concept L3 Craft HG
A driver computes a property's value from other properties via a function or Python expression
Concept L3 Craft HN
A Hydra sketch with no .out() is guaranteed blank, so .out() presence is the [NOW] proxy for a black-frame check
Principle L3 Craft HF
A Hydra sketch with no time or reactive term is static by construction, the [NOW] proxy for a frozen-frame check
Principle L3 Craft HF
A p5.js filter shader reads the canvas via tex0 and vTexCoord to apply per-pixel post-processing
Procedure L3 Craft HG
A performer's live audio plus tracked position can drive visuals anchored to their body in real time
Concept L3 Craft JH
A small random deviation prevents emergent systems from collapsing into a uniform state
Principle L3 Craft HL
Abstract AV visuals create a utopian space by giving entities behaviors that defy physics — metamorphosis, merging, spawning
Concept L3 Craft IH
An agent without the L3 perception bridge must not claim to have evaluated perceived audio or visual output
Principle L3 Craft FMH
An audio ADSR envelope and a visual physics simulation share the same integrate-over-time structure — both accumulate an impulse into a changing state
Concept L3 Craft JHB
An RGB Matrix function projects patterns and text onto a grid of RGB fixture heads, scriptable in JavaScript
Concept L3 Craft IH
Any numeric parameter in Hydra can be replaced with a function, enabling audio or MIDI to modulate visual parameters
Concept L3 Craft JH
Appeal is the charm and charisma that makes an animated subject engaging to watch
Concept L3 Craft LH
Braitenberg Vehicles show lifelike behaviour emerging from direct sensor-to-motor coupling
Concept L3 Craft H
cables.gl operators are programmable in JavaScript with typed ports, extending the patch beyond the built-in op library
Concept L3 Craft HG
Cellular automata with continuous state values (0–255) produce fluid wave-like patterns
Concept L3 Craft H
Chance operations use randomness as a deliberate artistic tool, not as an absence of control
Concept L3 Craft HL
CineCer0 live-codes video, image, and text as composable function chains in the browser
Concept L3 Craft HI
CineCer0's natural/every/round/chop functions align video playback to Estuary's cycle grid
Procedure L3 Craft HJ
CineCer0's ramp function linearly interpolates a style parameter over a given number of cycles
Concept L3 Craft HI
Circle packing fills a region by growing circles until they touch, then freezing each on collision
Concept L3 Craft H
Circle-circle collision is detected by comparing center distance to sum of radii
Procedure L3 Craft H
Connecting nodes with springs that pull toward a rest length produces force-directed layouts and elastic motion
Concept L3 Craft H
Conway's Game of Life produces biological patterns from two simple rules about neighbor count
Principle L3 Craft H
Cross-dissolving two layers per pixel with lerpColor() and a coordinate-dependent wave makes non-uniform wave transitions
Procedure L3 Craft H
Defining a small set of behavioral rules for elements produces emergent visual complexity through their interactions
Procedure L3 Craft HL
Diffusion-limited aggregation grows organic dendritic clusters by snapping each new particle onto the nearest existing one
Concept L3 Craft H
Digital physics simulations (rigid body, fluid, cloth) are effective for interactive installations because humans are calibrated to physics-based motion
Principle L3 Craft IH
Effective chance in art is never blind — it is planned, constrained, and then surprising within those constraints
Principle L3 Craft OH
Emergence is complex organized behavior arising from many simple local interactions
Concept L3 Craft H
Envelope following maps smoothed audio amplitude over time to continuously control visual parameters
Concept L3 Craft HB
Every evaluation heuristic is either a static [NOW] check or a [L3] check blocked on a perception bridge that does not yet exist
Concept L3 Craft FMH
Exaggeration pushes an action beyond the literal while staying true to reality
Principle L3 Craft LH
Feeding the previous frame back with an FFT-driven amount makes visual trails grow with the audio build
Procedure L3 Craft HFJ
Fractals are shapes that exhibit self-similar structure across multiple scales
Concept L3 Craft H
Frame differencing detects motion by comparing pixel values between consecutive video frames
Concept L3 Craft H
Geometry Nodes builds geometry procedurally as a node tree flowing from Group Input to Group Output
Concept L3 Craft HN
Gibber maps audio objects directly to visual properties using bias and scalar for range control
Procedure L3 Craft JH
Hydra can use other browser windows as live video sources via WebRTC peer-to-peer streaming
Concept L3 Craft HJ
Hydra modulate functions use one source's colors to warp another source's geometry
Principle L3 Craft H
Hydra video feedback is created by routing output into a named buffer and reading that buffer back
Procedure L3 Craft H
Hydra's loadScript() imports arbitrary JavaScript libraries (Three.js, Tone.js, p5.js) into the live editor
Procedure L3 Craft H
Image convolution applies a kernel matrix to each pixel's neighbourhood to produce blur and sharpen filters
Concept L3 Craft H
In live cinema, software is used as a real-time instrument for expression, not as a tool to produce a finished product
Concept L3 Craft IHG
In this livecoding rig a file save is the performance action: Strudel hot-swaps gaplessly and Hydra re-evals on the same GL context
Fact L3 Craft FH
Kinetic typography treats letterforms as visual elements that move, scale, and respond to input
Concept L3 Craft H
Langton's Ant produces ordered structure from two purely local per-step rules
Concept L3 Craft H
Linear Light combines Linear Dodge and Linear Burn and simplifies to base + 2·top − 1, decreasing contrast
Concept L3 Craft IGH
Lissajous figures are closed curves traced by combining two perpendicular sinusoids at integer frequency ratios
Concept L3 Craft H
Live coding's real-time loop between coder and machine is itself a creative method, not just a format
Principle L3 Craft FH
Logarithmic and 1/3-octave FFT scaling match frequency display to human pitch perception
Concept L3 Craft JH
Many self-timed audio voices and many self-timed visual agents are the same concurrent-agents structure expressed in two domains
Concept L3 Craft JHB
Mapping source brightness to tile size rasterizes an image into a halftone-like grid where dark areas make smaller tiles
Procedure L3 Craft H
Node-and-wire diagrams are not just tools but a diagrammatic aesthetic that restructures how an artist perceives and generates form
Concept L3 Craft IH
Nodes that mutually repel each other self-organise into an even spatial distribution without explicit placement logic
Concept L3 Craft H
p5.Framebuffer is an off-screen GPU surface you can draw to and then reuse as a texture
Concept L3 Craft HG
Parameterising phase offset across objects produces overlapping-action animation generatively without per-object keyframing
Procedure L3 Craft IH
Parameterized randomness lets artists control how much chance enters a system via explicit ranges
Procedure L3 Craft HL
Perlin noise mapped to angles at each grid cell creates a smooth flow field that steers particles or arrows organically
Concept L3 Craft H
Points on a sphere's surface are computed from two angles using nested sin and cos
Procedure L3 Craft H
Pre-rendered audio analysis APIs supply timestamped beats and pitch for offline sync
Concept L3 Craft JH
Processing class inheritance lets subclasses extend and override their parent's behaviour
Concept L3 Craft H
Processing communicates with hardware boards over USB serial to read sensors and send control signals
Concept L3 Craft H
Processing supports 3D via P3D and OPENGL renderers, specified as a third size() argument
Concept L3 Craft H
Processing's blend() and filter() apply compositing modes and pixel filters to images
Concept L3 Craft H
Processing's pixels[] array gives direct read-write access to every pixel of the display window
Concept L3 Craft H
Providing a list of values to a Punctual shape distributes results across red, green, and blue channels
Concept L3 Craft H
QLC+ RGB Scripts are self-executing JavaScript objects implementing rgbMapStepCount and rgbMap functions
Procedure L3 Craft IH
Ramping brightness down and blending toward a solid empties the canvas gracefully instead of a hard hush cut
Procedure L3 Craft HF
Realistic flocking simulation requires only three local rules: separation, alignment, cohesion
Principle L3 Craft H
Recursive draw functions produce fractal branching structures where each call draws one branch and spawns smaller sub-branches
Concept L3 Craft H
Recursive fractal structures are coded as objects that instantiate child copies of themselves
Procedure L3 Craft H
Robust beat detection uses a decaying cutoff plus a hold window to debounce triggers
Procedure L3 Craft JH
Secondary action is an additional motion that reinforces and adds dimension to the main action
Concept L3 Craft LH
Separating treemap layout calculation from rendering makes the algorithm reusable across any graphics library
Principle L3 Craft H
Shadertoy fragment shaders run in three.js on a fullscreen quad by mapping iTime and iResolution uniforms into the render loop
Procedure L3 Craft HG
Simultaneous contrast can be neutralized by adding the missing complementary explicitly, or by introducing light-dark contrast between the hues
Procedure L3 Craft LGH
Solid drawing treats forms as three-dimensional objects with volume and weight
Principle L3 Craft LH
Sparse, particle-based audio produces more event-legible visualisations than dense continuous music
Principle L3 Craft BH
Stepping kaleidoscope symmetry up on a downbeat gives a visual drop paired with an audio peak
Procedure L3 Craft HFJ
Swapping the FFT index driving a visual parameter aligns the visual energy with the new section's audio driver
Procedure L3 Craft HJF
The color occupying the larger area in a composition acts as background; the smaller area advances — and these roles can reverse as area proportions shift
Principle L3 Craft LGH
The expressive meaning of each color is the complement of its complementary's meaning — mixed colors inherit blended meanings
Principle L3 Craft LH
The eye spontaneously groups scattered same-color areas into a visible shape — these 'simultaneous patterns' are independent organizational elements in composition
Concept L3 Craft LHG
The ofxAssimpModelLoader addon loads and draws 3D model files in openFrameworks
Procedure L3 Craft H
The overarching taste check compares each intended intent-vector field against a perceived estimate within tolerance
Concept L3 Craft FMJH
The squarified treemap algorithm keeps each cell near-square by filling rows until adding the next item would worsen the aspect ratio
Concept L3 Craft H
The strongest section changes fire an audio and a visual transition on the same downbeat
Principle L3 Craft JFMH
Three.js AnimationMixer plays and blends AnimationClips on a 3D object by being updated each frame with a delta time
Concept L3 Craft H
Three.js post-processing chains render passes through an EffectComposer that processes them in order of addition
Procedure L3 Craft HG
Toggling a color inversion or hard posterize on the drop downbeat is a single-frame visual hit
Procedure L3 Craft HFJ
Treemap boxes can be styled with callback functions that receive value and index, enabling data-driven colour
Procedure L3 Craft H
Tying scroll or scale speed to a rising FFT band accelerates the visual motion through a build
Procedure L3 Craft HFJ
Varying the initial spatial distribution of agents changes the global form that emerges from identical local rules
Principle L3 Craft HL
Vivid Light combines Color Dodge and Color Burn around middle grey, increasing perceived contrast
Concept L3 Craft IGH
A bounded self-analysing drone with non-zero-base colour and a short crossfade is the safe Punctual recovery program
Procedure L5 Voice HF
A failed P5LIVE compile leaves the last good frame visible rather than blanking the canvas
Concept L5 Voice H
A Hydra chain rendered to o1..o3 stays invisible unless that buffer is selected with render()
Fact L5 Voice H
A minimal cleared-and-isolated setup()/draw() skeleton is the safe P5LIVE recovery sketch because it avoids every common failure at once
Procedure L5 Voice H
A P5LIVE edit that won't take effect is usually a recompile-scope issue — class-method or global-state edits do not hot-swap live instances
Concept L5 Voice H
A Punctual parse or compile error leaves the previous working program running rather than tearing it down
Concept L5 Voice HF
An unbounded loop or heavy per-frame work freezes the P5LIVE tab because p5 runs single-threaded on the main thread
Principle L5 Voice H
Array arguments in Hydra step at the global bpm rather than animating smoothly
Concept L5 Voice H
background() must be the first call in p5.js draw() to clear each frame; placing it after shapes wipes them
Principle L5 Voice H
Every Hydra chain must end with .out() or .out(oN) to be visible on the canvas
Fact L5 Voice H
Hydra errors either throw to the #err element or silently render a black/frozen/blown-out canvas
Concept L5 Voice H
Hydra feedback with too much gain causes whiteout; add decay terms or reduce feedback amount
Concept L5 Voice H
Hydra reactive values must be wrapped in () => thunks; bare expressions are evaluated once at boot
Misconception L5 Voice H
Hydra's audio FFT array has exactly 4 bands (indices 0..3); reading index 4 or higher produces NaN
Fact L5 Voice HJ
Many p5.js bugs produce no exception and manifest only as wrong canvas output
Concept L5 Voice H
Most Punctual bugs produce no error — a wrong-domain function silently returns 0 and missing >> yields no output
Concept L5 Voice HF
p5.js claims the name noise() so Hydra's noise function must be called noize() inside P5LIVE
Fact L5 Voice H
P5LIVE has three distinct audio reactivity sources and no automatic 4-bin a.fft rig bridge
Concept L5 Voice HJ
Punctual 0.5 removed the 0.4 output operators >> video, >> hsv, >> red, and >> left; old code silently fails or parse-errors
Fact L5 Voice HF
Punctual changes take effect at the next cycle boundary by default — use <> 0 for near-immediate switching
Fact L5 Voice HF
Punctual has no coherent noise, voronoi, kaleidoscope, or pointer primitive — these must be faked with available functions
Fact L5 Voice H
Punctual uses three distinct arrows: << (define), >> (output), and <> (crossfade) — mixing them causes errors or wrong behavior
Fact L5 Voice HF
Punctual's lo/mid/hi analyse the program's own audio output — they are zero if no audio statement is running
Fact L5 Voice HFJ
Square brackets in Punctual create combinatorial expansion — use curly braces or colon-ops for pairwise behavior
Concept L5 Voice HF
Strudel voices must call .analyze('hydra') for audio data to reach Hydra's a.fft array
Fact L5 Voice HJ
The Hydra panic default is a bounded, reactive osc sketch with non-zero base terms and clamped FFT reads
Procedure L5 Voice H
Transforms in p5.js draw() must be enclosed in push()/pop() or they accumulate across every frame
Principle L5 Voice H
WEBGL mode in p5.js centers the origin and requires texture() for color, silently breaking 2D assumptions
Concept L5 Voice H