Cinder Creative Coding Cookbook

Cinder Creative Coding Cookbook

Rui Madeira, Dawid Gorny

Language: English

Pages: 352

ISBN: 184951870X

Format: PDF / Kindle (mobi) / ePub


If you know C++ this book takes your creative potential to a whole other level. The practical recipes show you how to create interactive and visually dynamic applications using Cinder which will excite and delight your audience.

Overview

  • Learn powerful techniques for building creative applications using motion sensing and tracking
  • Create applications using multimedia content including video, audio, images, and text
  • Draw and animate in 2D and 3D using fast performance techniques

In Detail

Cinder is one of the most exciting frameworks available for creative coding. It is developed in C++ for increased performance and allows for the fast creation of visually complex, interactive applications.

"Cinder Creative Coding Cookbook" will show you how to develop interactive and visually dynamic applications using simple-to-follow recipes.

You will learn how to use multimedia content, draw generative graphics in 2D and 3D, and animate them in compelling ways.

Beginning with creating simple projects with Cinder, you will use multimedia, create animations, and interact with the user.

From animation with particles to using video, audio, and images, the reader will gain a broad knowledge of creating applications using Cinder.

With recipes that include drawing in 3D, image processing, and sensing and tracking in real-time from camera input, the book will teach you how to develop interesting applications.

"Cinder Creative Coding Cookbook" will give you the necessary knowledge to start creating projects with Cinder that use animations and advanced visuals.

What you will learn from this book

  • Process and analyze images and draw graphics in 2D or 3D
  • Create applications that use multimedia content including video, images, audio, and text
  • Draw and render particles to create powerful simulations
  • Animate using tweens, timeline, paths, and cameras
  • Create interesting animations with particle systems and physics
  • Interact with the user by tracking and sensing from the camera in real-time
  • Generate audio and create sound visualizations

Approach

Full of easy-to-follow recipes and images that will teach powerful techniques and algorithms, building from basic projects to challenging applications.

Who this book is written for

This book is for artists, designers, and programmers who have previous knowledge of C++, but not necessarily of Cinder.

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We will use the ci::gl::TileRender class to generate high-resolution images of our OpenGL rendering. Include the necessary headers by adding the following at the top of the source file:#include "cinder/gl/TileRender.h" #include "cinder/ImageIo.h" Since we'll save a high-resolution image whenever the user presses any key, let's implement the keyUp event handler by declaring it in the class declaration.void keyUp( KeyEvent event ); In the keyUp implementation we start by creating a

In the setup method we will open a file dialog to allow the user to select which audio file to play.If the retrieved path is not empty, we will use it to load and add a new audio track. fs::path audioPath = getOpenFilePath(); if( audioPath.empty() == false ){ mAudio = audio::Output::addTrack( audio::load( audioPath.string() ) ); } We'll check if mAudio was successfully loaded and played. We will also enable the PCM buffer and looping.if( mAudio ){ mAudio->enablePcmBuffering( true );

gain a broad knowledge of creating creative applications using Cinder. With recipes that include drawing in 3D, image processing, and sensing and tracking in real-time from camera input, this book will teach you how to develop interactive applications that can be run on a desktop computer, mobile device, or be a part of an interactive installation. This book will give you the necessary knowledge to start creating projects with Cinder that use animations and advanced visuals. What this book

GL_POSITION, light0_position ); glLightfv( GL_LIGHT1, GL_POSITION, light1_position ); glLightfv( GL_LIGHT1, GL_DIFFUSE, light1_color ); glEnable( GL_LIGHTING ); glEnable( GL_LIGHT0 ); glEnable( GL_LIGHT1 ); ci::ColorA diffuseColor(0.9f, 0.2f, 0.f ); gl::color(diffuseColor); glMaterialfv( GL_FRONT, GL_DIFFUSE, diffuseColor ); vector::iterator it; for(it = mBoxes.begin(); it != mBoxes.end(); ++it) { gl::pushMatrices(); gl::translate(0.f, it->getHeight()*0.5f, 0.f); Vec2f center =

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