Proscene v2.0.0 is out. Being a stable release, it should now be possible to import it directly from your PDE. Otherwise download it here
and extract it to your sketchbook
The library aims at providing interactivity to Frames (coordinate systems) allowing picking and motion control of objects, including the Eye, which in 3D is referred to as the Camera. Version 2 introduces a new library design supporting all the features found in version 1 plus some others. Perhaps the three key new features are:
- Cross-platform support: the new library architecture separates the core functionalities from the language/platform where target
applications are to be run. ProScene may be regarded just as an interface between that core and Processing.
Details may be found here. The
Demos.MatrixShaderexample shows a taste of it.
- Support to all sorts of interaction mechanisms, including the standard mouse and keyboard, but not being particularly tie
to any of them. i.e., it’s device agnostic by design. The examples of the
Inputsection illustrate the approach.
- Support for 2D as well as 3D Processing renderers. Many of the examples are available in both cases.
Combined, features 1. and 2., represent the foundation to implement a wide range of setups ranging from simple to very complex ones.
For instance, we already began a ProScene Android port, which is currently taken place at its own
fork. We hope to integrate it back upstream once TouchEvents are directly
supported in Processing. We also plan a first release of the Android port soon, so please stay tuned. In the mean time, have a look
examples.Demos.Android3DOF which only require the Android-mode of Processing to run. We also
implemented a kinect interface to control the camera on top of that foundation. The demo may be found at
and the gestures implemented to control the camera here. Finally, we hope that the
Version 2 cycle will see the first Java-Script port taking the most out of our approach.
This release also includes additional examples illustrating most of the new features. We are confident that a learn-by-example methodology is the main (and most entertained) way to get use to them. The API has also been thoroughly reviewed and fully documented.
Thanks to Eduardo Moriana and Miguel Parra for their contributions with the TUIO-based touch and kinect interfaces, respectively. Thanks to experimental computational designer Amnon Owed for his collaboration with polishing the KeyFrameInterpolator sub-system. Thanks to Jacques Maire for providing most of the examples found at the contrib section. Thanks to Andres Colubri for his continuous support and thorough insights. Thanks to Victor Forero who is developing the proscene Android port. Thanks also to all ProScene users whose sketchs and library hacks always amaze and inspire us.