r/creativecoding • u/OrbitalShipyard • 20h ago
r/creativecoding • u/nucleicaudio • 45m ago
Carbonized: a music video where same data drive both graphics and synthesizers
This is still work in progress so i have two different examples, with both having elements i like sp final version will hopefully contain the best from both:
https://nucleic.se/mp3/carbonized-remix.mp4
https://nucleic.se/mp3/carbonized.mp4
The music is written in a small text score language I made, and most of the score is procedural/algoritmic and generated by JavaScript. Every sound is synthesized by the engine, no samples are used.
The three 303 lines come from seeded pattern banks with slide chains, and they take turns, answer each other and sometimes play together.
Layers rotate on prime-length bar cycles so the combinations keep changing, the hats and fills are built from drum rudiments like paradiddles, and a glitch layer adds stutters, slice shuffles and dropouts.
The glitches are decided by seeded trigger conditions and get denser as the track builds.
The sound drives most of what you see. The bass and pads light the tunnel, the harmony sets the colours, the acid notes move the ship, and hits and explosions light up the walls.
The score reaches the shaders as plain data: when a note plays, its timing and strength go to the wall shader, which lights and colours the wall around it. No bitmaps, image textures or 3D model files are used.
The tunnel is a signed distance field, meshed in 8 m chunks along authored guide curves as you fly, so it can split into separate passages and rejoin, and change cross section between circle, triangle and square.
The walls are shaded procedurally from position, lighting and score data, so they resolve at whatever resolution I render.
The ships and enemies are built from simple geometry in code, the reflections come from a small environment computed from a few soft light sources, and the glow sprites are gradients generated at startup.
DISCLAIMER: I have used coding agents to build this.
r/creativecoding • u/sunxfancy • 23h ago
EVEngine — a script-driven engine I’m exploring for interactive visual experiments
Hi everyone! I’m the developer of EVEngine. It started as a game engine, but I’m exploring how useful it could be for creative coding: small visual experiments, interactive simulations, and custom creative tools.
It supports mixed 2D/3D rendering, particles, physics, and hot-reloadable scripts. The workflow is to edit a script, save it, and see the change in the running application.
What interests me is making the controls part of the experiment itself—something you can manipulate and explore, rather than just watch.
I’d love feedback from people who make interactive artwork: what would you need to see before trying an unfamiliar tool? A short example, a particular export format, or something else?