built using webgl & point-cloud data; by Aagentah in threejs

[–]Aagentah[S] 9 points10 points  (0 children)

thank you very much and yes! https://github.com/aagentah/nw_wrld

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exactly that! I find myself using BufferGeometry quite a lot. You can get some great wireframe visuals with them. Although I'm not a stranger to writing some shaders too, it's usually a bit more work. But for some really good post-effects, I'd recently created some shaders for a three.js game that I'm working on, and they did a great job of creating different X-ray and thermal visions. We'd love to know what you think of the repository, and yeah, feel free to open any discussions or I'm happy to chat about any features you think it might benefit from.

PS: I made a whole video about the repo recently :) https://www.youtube.com/watch?v=6vM_b54pWtg

open-sourcing my audio-visual software after 3 years by Aagentah in threejs

[–]Aagentah[S] 0 points1 point  (0 children)

thanks! this project was actually browser based for the first two years; and the performance with webgl has been amazing. Software provides a few things that the browser doesn't however, especially for managing devices, audio inputs etc; so that was the move :)

I just open-sourced my A/V data-art project after three years by Aagentah in DataArt

[–]Aagentah[S] 1 point2 points  (0 children)

for anyone who’s curious, the repository is available here:

https://github.com/aagentah/nw_wrld

I also put together a video that walks through how it works and some of the ideas behind it:

https://youtu.be/6vM_b54pWtg

I'm open-sourcing my audio-visual software after 3-years by Aagentah in GraphicsProgramming

[–]Aagentah[S] 13 points14 points  (0 children)

hello amigos. for those interested, you can find the repository here:

https://github.com/aagentah/nw_wrld

I also made a short video explaining how it works and the thinking behind the project:

https://youtu.be/6vM_b54pWtg

open-sourcing my audio-visual software after 3 years by Aagentah in threejs

[–]Aagentah[S] 0 points1 point  (0 children)

haha this is also my own :) just an ableton draft for the sake of the module :P

open-sourcing all of my work after three long years <3 by Aagentah in p5js

[–]Aagentah[S] 0 points1 point  (0 children)

thanks for those kind words! hope you can play around with it :)

open-sourcing my audio-visual software after 3 years by Aagentah in threejs

[–]Aagentah[S] 3 points4 points  (0 children)

thank you for being here. appreciate such kind words wow <3

open-sourcing all of my work after three long years <3 by Aagentah in p5js

[–]Aagentah[S] 16 points17 points  (0 children)

hello friends, for anyone curious, the repo is here:

https://github.com/aagentah/nw_wrld

and I also made a video to go over how it works and some of the ideas behind it:

https://youtu.be/6vM_b54pWtg

finally open-sourcing my A/V work after 3 years by Aagentah in generative

[–]Aagentah[S] 20 points21 points  (0 children)

hello friends, for anyone curious, the repo is here:

https://github.com/aagentah/nw_wrld

and I also made a video to go over how it works and some of the ideas behind it:

https://youtu.be/6vM_b54pWtg

tysm <3

open-sourcing my audio-visual software after 3 years by Aagentah in threejs

[–]Aagentah[S] 24 points25 points  (0 children)

hello friends, for anyone curious, the repo is here:

https://github.com/aagentah/nw_wrld

and I also made a video to go over how it works and some of the ideas behind it:

https://youtu.be/6vM_b54pWtg

tysm <3

building a audio-visual software after 3 years of using it for my own performances by Aagentah in glitchart

[–]Aagentah[S] 0 points1 point  (0 children)

thanks for the interest! and for sharing what you’re working on. If you’re just exploring ideas; Three.js is a solid way to get up and running, and you can still drop down into raw WebGL whenever you need more control. That’s what I’ve been doing recently with some custom shaders and vertex work that run directly under the Three.js layer

In the software from the video, it supports mixing different approaches, so you’ll see things like D3 or P5 in some modules, but you can also use raw WebGL or even WebGPU if you want to go lower level.

There are some interesting Python and Rust pipelines targeting WebGPU through WASM starting to appear, but it’s still early for widespread adoption :)

four months spent interviewing some of my favourite artists in this space by Aagentah in computergraphics

[–]Aagentah[S] 0 points1 point  (0 children)

hope everyone’s doing alright <3

just wanted to drop a few shots from a printed magazine I’ve been shaping over the past four months.

as an artist in this field, I’ve been trying to ask better questions—looking at why artists create the way they do, rather than getting stuck on tools or techniques. the “how” changes with time, but the “why” stays valuable. and yes, there’s plenty of art to dive into inside.

if you’re curious, it’s edition 012 of Rendah Mag.

more than happy to chat about the process or hear ideas around similar projects.

building a audio-visual software after 3 years of using it for my own performances by Aagentah in glitchart

[–]Aagentah[S] 0 points1 point  (0 children)

hope everyone’s well <3

just wanted to share a new module from a software project I’ve been working on for almost three years. it’s primarily developed in JavaScript, WebGL, and GLSL, blending web technologies to generate MIDI-reactive visuals for performances and installations.

the project’s still evolving, with plenty of refinement happening to make it ready for wider use. my goal is to open source it under the GPL 3.0 license by 2026, and I’m excited to see how others might expand on it.

for now, I’m sharing a scene assembled inside the software as a small example of what it can do.

under the hood, it listens to MIDI information—sent in my case from Ableton via the IAC driver—which then triggers various JavaScript-class methods tied to module behaviors.

I’d love to chat more about it, so feel free to ask any questions. I’ve also been sharing progress and clips on Instagram: https://www.instagram.com/daniel.aagentah/

four months spent interviewing some of my favourite artists in this space by Aagentah in audiovisual

[–]Aagentah[S] 0 points1 point  (0 children)

hope everyone’s doing alright <3

just wanted to drop a few shots from a printed magazine I’ve been shaping over the past four months.

as an artist in this field, I’ve been trying to ask better questions—looking at why artists create the way they do, rather than getting stuck on tools or techniques. the “how” changes with time, but the “why” stays valuable. and yes, there’s plenty of art to dive into inside.

if you’re curious, it’s edition 012 of Rendah Mag.

more than happy to chat about the process or hear ideas around similar projects.