I n t e r c h a n z h e b l i q u e

The newest version of Interchanzheblique has been released at http://
interchanzheblique.snottywong.com/

This version fixes bugs which caused crashes when using the newest  
versions of Max/MSP.  If you’ve recently downloaded the patch and  
found it to not work, please try again.

Interchanzheblique is a fairly sophisticated modular sound-generating  
patch which has been a project of mine for years.  Version 3.0 marks  
the third time I have rebuilt the patch from scratch.  Extensive  
documentation exists for users to create and insert their own sound-
generating modules.  Therefore, this patch could potentially benefit  
greatly from the sharing of custom modules among users.

For a description of the patch, either go to the website or read the  
original announcement here:

http://www.synthesisters.com/hypermail/max-msp/Jan05/20297.html

Thanks for your interest,
Scott

flocking algorithm mxj app

hello list.
here is a link to an application i made with max and java that  
implements the flocking algorithm.
http://www.robtherich.org/Flocker.dmg

most of the code was ripped off from this project:
http://www.cs.wisc.edu/graphics/Courses/cs-838-2002/Students/sohn/p2/
flock.html

to play:  mess with the variables in the front window (7 or so flonums).
open the patcher “move target” to turn on audio which controls the  
target, and adjust the speed.

not very efficient right now, but patched for ease rather than  
graphic efficiency.  patch is kind of a mess too.

i would like to have cones instead of spheres which point in the  
direction of it’s velocity vector, but my maths aren’t good enough  
today.
maybe tomorrow.  will take any hints on the correct formulas for  
doing this.  right now the velocity is spit out with the position,  
but nothing is done with it.

i think there is an external that implements the flocking algorithm,  
but i haven’t seen it yet, so let me know what you think, or if you  
want to see the java code.

thanks to all who answered questions along the way.

thanks.
-rob

3D coordinate Transforms

Hi,
I thought I would share this patch as there have been many questions
in the past on this list about doing rotations and other trickiness
with 3d coordinates.  This patch doesn’t calculate rotations directly
but uses the homogeneous coordinate transform matrix (or more
accurately a bastardization of it) to more easily work with particular
situations that come up in 3-space.

The patch start with a vector (start and end point) and from there
derives a coordinate system with that vector as the x-axis.  It then
transforms the derived coordinate system to the standard xyz axes.

This technique is really usefull if you have an arbitrary line in
3-space and you want to operate on point in relation to that line
(like calculating a forcfield about a line).  It’s not very easy to
calculate certain geometric relations if the line can be anywhere, but
if you can be guaranteed to have the line always at say the x-axis,
you can reduce the complexity of your calculations.  Thus, the reason
for this patch…taking a line and rotating the entire space about
that line to be about the x-axis.

Enjoy.  I hope I’ve commented the JS file enough to make what I’m
doing straightforward.

Download at: http://www.mat.ucsb.edu/~whsmith/LineTrans.zip

cheers,
wes