Archive for the ‘cinder’ Category

May 24, 2012 0

Using EclipseLovesCinder template

By in C++, C++11, cinder, eclipse

About a year ago, I created a template to use the Cinder framework within Eclipse. I still use it all the time, as I still find Eclipse a better C++ editor (although xcode is slowly catching up if you use the compile and use the latest LLVM). I recently decided to revisit it and update […]

November 7, 2011 0

NaiveEmitter reacting to music

By in C++11, cinder

Test using my simple (NaiveEmitter) reacting to music and testing a borrowed projector. Adventure from mario gonzalez on Vimeo.

August 8, 2011 3

Simple Example: Using Boost Signals with Cinder

By in boost, cinder

The Observer pattern is a good way of simplifying the parts that need to know about each other, and be tied together in a complex program. Here’s how a simple how to of using Boost::Signals in a Cinder project. One thing to note, is that we have to use ‘Signals2.hpp’ not ‘Signals.hpp’, because ‘Signals.hpp’ requires […]

May 9, 2011 0

QuadDistrust

By in cinder, preview

This is a project I recently created for an installation. It uses the kinect to place the user into a world that has many particles in it – and they basically interact with the particles which are also being influenced by some perlin noise. It was a spin off of my previous project, CinderRibbons which […]

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March 8, 2011 0

Debugging Cinder Application with EclipseLovesCinder template

By in cinder

Working on a project at work, and at at home is a good way to re-enforce processes needed to get up and running as well as exposing cracks in your setup. In this case it was my Eclipse Loves Cinder template I followed my own instructions to get Eclipse up and running with Cinder C++ […]

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March 6, 2011 10

Using Eclipse with Cinder – A better c++ editor

By in cinder, kinect, openni

I was really having a hard time with Xcode lately, specifically how its C++ code-completion leaves much to be desired especially if you have a very bad memory. I find myself constantly painfully looking through the header files to find the exact name/case of a function or property. So I decided to try and see […]

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February 26, 2011 2

Cinder + threaded OpenNI Skeletontracking

By in cinder, kinect

Here is some stuff I’ve put together that does Skeletontracking via OpenNI on a separate thread in cinder. This is based on some code that was posted by Sector9 on the cinder forums, and which is based on the example code that comes with the Nite module. For some reason my skeleton is offset by […]

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February 18, 2011 2

PostADay-Round2#4 – Cinder Kinect OpenNI – Playing and seeking a .oni file

By in cinder, kinect, openni

I’ve been using the Kinect for the past two weeks. It’s an amazing device, very fun to code for. To be honest, the Kinect really provides a webcam image, and a depth map… That’s really all it adds to the mix. While that’s a lot – people (by that i mean gadget blogs, non-coder blogs) […]

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February 12, 2011 0

PostADay-Round2#2 – Cinder/C++ Boid class port

By in cinder

It’s weird porting something that was written into, c++ ported to AS3, back to C++. However If you’ve ever tried to find the C++ version of a boids class. They’re all too complicated for my needs, and i really like the way @soulwire ‘s version works so I started porting it into C++. Based largely […]

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February 12, 2011 0

PostADay-Round2#1 – Calculating surface normals in C++

By in cinder

Given a quad, this is how you can calculate the normals for each face. This works for triangles, as well as quad. Loop through each face, and pass in 3 verticies. If you have a quad ABCD pass in ABD. For example for the front facing face on this cube, I would pass in, v2, […]

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