Dazzler Waveshape

Discussion forum for G-Force users

Moderators: BTT, andy55, b.dwall, juxtiphi

pooky
Posts: 60
Joined: Wed Nov 22, 2006 2:44 pm

Dazzler Waveshape

Post by pooky »

I worked late into the night on this waveshape, but i'm finally pleased with the result. Here it is, along with a very wild variation.

Which do you like best?

//Waveshape name: DD-Dazzler

Aspc=0
Stps=4

B0="s*.2"
B1="s*.3"
B2="s*.4"
B3="s*.5"
B4="s*.6"
B5="s*.7"

C0="pos(sin(b0*t)+1)/2*pi"
C1="pos(sin(b1*t)+1)/2*pi"
C2="pos(sin(b2*t)+1)/2*pi"
C3="pos(sin(b3*t)+1)/2*pi"
C4="pos(sin(b4*t)+1)/2*pi"
C5="pos(sin(b5*t)+1)/2*pi"

X0="(sin(c0*b0)*sin(t*s))"
Y0="(cos(c0*b0)*sin(t*s))"

X1="(sin(c1*b1)*sin(t*s))"
Y1="(cos(c1*b1)*sin(t*s))"

X2="(sin(c2*b2)*sin(t*s))"
Y2="(cos(c2*b2)*sin(t*s))"

X3="(sin(c3*b3)*sin(t*s))"
Y3="(cos(c3*b3)*sin(t*s))"

X4="(sin(c4*b4)*sin(t*s))"
Y4="(cos(c4*b4)*sin(t*s))"

X5="(sin(c5*b5)*sin(t*s))"
Y5="(cos(c5*b5)*sin(t*s))"

X6="-(sin(c0*b0)*sin(t*s))"
Y6="-(cos(c0*b0)*sin(t*s))"

X7="-(sin(c1*b1)*sin(t*s))"
Y7="-(cos(c1*b1)*sin(t*s))"

X8="-(sin(c2*b2)*sin(t*s))"
Y8="-(cos(c2*b2)*sin(t*s))"

X9="-(sin(c3*b3)*sin(t*s))"
Y9="-(cos(c3*b3)*sin(t*s))"

X10="-(sin(c4*b4)*sin(t*s))"
Y10="-(cos(c4*b4)*sin(t*s))"

X11="-(sin(c5*b5)*sin(t*s))"
Y11="-(cos(c5*b5)*sin(t*s))"

X12="(sin(c0*b0)*sin(t*b0)-b0)" //
Y12="(cos(c0*b0)*sin(t*b0)+b0)"

X13="(sin(c1*b1)*sin(t*b1)-b1)"
Y13="(cos(c1*b1)*sin(t*b1)+b1)"

X14="(sin(c2*b2)*sin(t*b2)-b2)"
Y14="(cos(c2*b2)*sin(t*b2)+b2)"

X15="(sin(c3*b3)*sin(t*b3)-b3)"
Y15="(cos(c3*b3)*sin(t*b3)+b3)"

X16="(sin(c4*b4)*sin(t*b4)-b4)"
Y16="(cos(c4*b4)*sin(t*b4)+b4)"

X17="(sin(c5*b5)*sin(t*b5)-b5)"
Y17="(cos(c5*b5)*sin(t*b5)+b5)"

X18="-(sin(c0*b0)*sin(t*b0)-b0)"
Y18="-(cos(c0*b0)*sin(t*b0)+b0)"

X19="-(sin(c1*b1)*sin(t*b1)-b1)"
Y19="-(cos(c1*b1)*sin(t*b1)+b1)"

X20="-(sin(c2*b2)*sin(t*b2)-b2)"
Y20="-(cos(c2*b2)*sin(t*b2)+b2)"

X21="-(sin(c3*b3)*sin(t*b3)-b3)"
Y21="-(cos(c3*b3)*sin(t*b3)+b3)"

X10="-(sin(c4*b4)*sin(t*b4)-b4)"
Y10="-(cos(c4*b4)*sin(t*b4)+b4)"

X22="-(sin(c5*b5)*sin(t*b5)-b5)"
Y22="-(cos(c5*b5)*sin(t*b5)+b5)"

LWdt="9-(s*4)"
Pen="1.2-s"
ConB=1
Meta="reactive=5 detail=4 density=4 morphable=4"
Vers=100


//Waveshape name: DD-Dazzler-Wild Mix

Aspc=0
Stps=4

B0="s*.2"
B1="s*.3"
B2="s*.4"
B3="s*.5"
B4="s*.6"
B5="s*.7"

C0="pos(sin(b0*t)+1)/2*pi"
C1="pos(sin(b1*t)+1)/2*pi"
C2="pos(sin(b2*t)+1)/2*pi"
C3="pos(sin(b3*t)+1)/2*pi"
C4="pos(sin(b4*t)+1)/2*pi"
C5="pos(sin(b5*t)+1)/2*pi"

X0="(sin(c0*b0)*sin(t*s)-b0)"
Y0="(cos(c0*b0)*sin(t*s)+b0)"

X1="(sin(c1*b1)*sin(t*s)-b1)"
Y1="(cos(c1*b1)*sin(t*s)+b1)"

X2="(sin(c2*b2)*sin(t*s)-b2)"
Y2="(cos(c2*b2)*sin(t*s)+b2)"

X3="(sin(c3*b3)*sin(t*s)-b3)"
Y3="(cos(c3*b3)*sin(t*s)+b3)"

X4="(sin(c4*b4)*sin(t*s)-b4)"
Y4="(cos(c4*b4)*sin(t*s)+b4)"

X5="(sin(c5*b5)*sin(t*s)-b5)"
Y5="(cos(c5*b5)*sin(t*s)+b5)"

X6="-(sin(c0*b0)*sin(t*s)-b0)"
Y6="-(cos(c0*b0)*sin(t*s)+b0)"

X7="-(sin(c1*b1)*sin(t*s)-b1)"
Y7="-(cos(c1*b1)*sin(t*s)+b1)"

X8="-(sin(c2*b2)*sin(t*s)-b2)"
Y8="-(cos(c2*b2)*sin(t*s)+b2)"

X9="-(sin(c3*b3)*sin(t*s)-b3)"
Y9="-(cos(c3*b3)*sin(t*s)+b3)"

X10="-(sin(c4*b4)*sin(t*s)-b4)"
Y10="-(cos(c4*b4)*sin(t*s)+b4)"

X11="-(sin(c5*b5)*sin(t*s)-b5)"
Y11="-(cos(c5*b5)*sin(t*s)+b5)"

X12="(sin(c0*b0)*sin(t*b0)-b0)" //
Y12="(cos(c0*b0)*sin(t*b0)+b0)"

X13="(sin(c1*b1)*sin(t*b1)-b1)"
Y13="(cos(c1*b1)*sin(t*b1)+b1)"

X14="(sin(c2*b2)*sin(t*b2)-b2)"
Y14="(cos(c2*b2)*sin(t*b2)+b2)"

X15="(sin(c3*b3)*sin(t*b3)-b3)"
Y15="(cos(c3*b3)*sin(t*b3)+b3)"

X16="(sin(c4*b4)*sin(t*b4)-b4)"
Y16="(cos(c4*b4)*sin(t*b4)+b4)"

X17="(sin(c5*b5)*sin(t*b5)-b5)"
Y17="(cos(c5*b5)*sin(t*b5)+b5)"

X18="-(sin(c0*b0)*sin(t*b0)-b0)"
Y18="-(cos(c0*b0)*sin(t*b0)+b0)"

X19="-(sin(c1*b1)*sin(t*b1)-b1)"
Y19="-(cos(c1*b1)*sin(t*b1)+b1)"

X20="-(sin(c2*b2)*sin(t*b2)-b2)"
Y20="-(cos(c2*b2)*sin(t*b2)+b2)"

X21="-(sin(c3*b3)*sin(t*b3)-b3)"
Y21="-(cos(c3*b3)*sin(t*b3)+b3)"

X10="-(sin(c4*b4)*sin(t*b4)-b4)"
Y10="-(cos(c4*b4)*sin(t*b4)+b4)"

X22="-(sin(c5*b5)*sin(t*b5)-b5)"
Y22="-(cos(c5*b5)*sin(t*b5)+b5)"

LWdt="9-(s*4)"
Pen="1.2-s"
ConB=1
Meta="reactive=5 detail=4 density=4 morphable=4"
Vers=100

User avatar
JayPro
Posts: 738
Joined: Sat May 01, 2004 10:51 pm
Location: Huntington Station, Long Island, New York

Post by JayPro »

Once again, fine work; but I would suggest that you make these Particles in thatIMO they might be a tad difficult to watch morph into another waveshape:

"Meta= reactive=1, detail=3, density=3"
"God is syntax."

User avatar
juxtiphi
Moderator
Posts: 1471
Joined: Sat Jan 15, 2005 1:29 pm

Post by juxtiphi »

they seem kinda the same to me but still very nice Thanks!

pooky
Posts: 60
Joined: Wed Nov 22, 2006 2:44 pm

Post by pooky »

[quote="JayPro"]Once again, fine work; but I would suggest that you make these Particles in thatIMO they might be a tad difficult to watch morph into another waveshape:

"Meta= reactive=1, detail=3, density=3"[/quote]

Thanks for the comments, but i'm still learning and don't understand what you mean by "difficult to watch morph into another waveshape". Could you explain a little more clearly?

User avatar
JayPro
Posts: 738
Joined: Sat May 01, 2004 10:51 pm
Location: Huntington Station, Long Island, New York

Post by JayPro »

What I meant was that in many cases some of the more complicated waveshapes, by virtue of their design, might not make for an easy transition in the waveshape slideshow.
Say you have a real simple wave. If the next wave in the slideshow is complicated in its look and/or structure, the visible transition (i.e., if you allow waveshape "morphing" to take place) may very well cause a massive slowdown in framerate. And that, I dare say, ruins the experience.

Does this help?

BTW: The Meta equation I demonstrated above shows how to relegate a Waveshape to the Particle slideshow. You can make the Reactive parameter 2 if you want a "hybrid", i.e. a true particle that reacts like a waveshape.
"God is syntax."

pooky
Posts: 60
Joined: Wed Nov 22, 2006 2:44 pm

Post by pooky »

[quote="JayPro"]What I meant was that in many cases some of the more complicated waveshapes, by virtue of their design, might not make for an easy transition in the waveshape slideshow.
Say you have a real simple wave. If the next wave in the slideshow is complicated in its look and/or code structure, the visible transition (i.e., if you allow waveshape "morphing" to take place) may very well cause a massive slowdown in framerate. And that, I dare say, ruins the experience.

Does this help?

BTW: The Meta equation I demonstrated above shows how to relegate a Waveshape to the Particle slideshow. You can make the Reactive parameter 2 if you want a "hybrid", i.e. a true particle that reacts like a waveshape.[/quote]

Yes, your explanation does help, i understand now. One question, though. Does the Meta equation have any effect on the frequency or duration of particles or waveshapes?

User avatar
JayPro
Posts: 738
Joined: Sat May 01, 2004 10:51 pm
Location: Huntington Station, Long Island, New York

Post by JayPro »

No.
It used to be that in versions before 3.1, parameters handling a waveshape's or particle's duration on-screen would be addressed in the Prefs file. I think this set-up still exists.

Now, IIRC, there's a control or two in the GUI (graphic user interface)
that you can set to meet your needs in this regard.

The Meta numbers only indicate the complexity and/or responsiveness of the wave/particle.

BTW: I have seen waveshapes/particles with more than four parameters, such as zoomable, offsetable, self-symmetry and rotational symmetry.

As rare as this is, I mention this because as a hedge against something going wrong, I would keep every number in the standard 4-parameter Meta line at 4. IOW, I would use 5 and above if you wish to have more than the typical 4 at your disposal.
Last edited by JayPro on Wed Jan 17, 2007 11:24 am, edited 1 time in total.
"God is syntax."

pooky
Posts: 60
Joined: Wed Nov 22, 2006 2:44 pm

Post by pooky »

Thanks for the explanations, much appreciated.

User avatar
markofkane
Posts: 346
Joined: Thu Feb 03, 2005 3:08 pm

Post by markofkane »

I wish I understood complicated math. :?

Great!!!! :D

User avatar
JayPro
Posts: 738
Joined: Sat May 01, 2004 10:51 pm
Location: Huntington Station, Long Island, New York

Post by JayPro »

markofkane wrote:I wish I understood complicated math. :?

Great!!!! :D
I don't really think this Meta thing has much to do with math per se as it does with simply telling the processor what the wave should look like.

Although in general terms I can understans where you're coming from.
"God is syntax."

pooky
Posts: 60
Joined: Wed Nov 22, 2006 2:44 pm

Post by pooky »

[quote="JayPro"]What I meant was that in many cases some of the more complicated waveshapes, by virtue of their design, might not make for an easy transition in the waveshape slideshow.
Say you have a real simple wave. If the next wave in the slideshow is complicated in its look and/or structure, the visible transition (i.e., if you allow waveshape "morphing" to take place) may very well cause a massive slowdown in framerate. And that, I dare say, ruins the experience..[/quote]

Ok, what determines whether a waveshape design is complicated or simple? Number of variables, number of X,Y coordinates, or ...?

I just finished another config, and set all the Meta values to 4. It's very musically responsive, hence the name. It's not exactly what i was trying for, but i like the way it behaves differently with different music, even within the same song.

//Waveshape name: DD-Rock Me

Aspc=1
Stps=24

A0="pi*sgn(sin(t))"
A1="pi*2"
A2="rnd(.3)+.1"

B0="pos(sin(.25+a0*t)+1)/2*pi"
B1="pos(sin(.45+a0*t)+1)/2*pi"
B2="mag(s)+.001"
B3="(b0+.12)*A1"
B4="(b1+.12)*A1"
B5="bass/5+fft(s)"
B6="A2*t"
B7="cos(B6)"

X0="(cos(b0)*cos(t+s)*b5)-sin(b0)*cos(B3)*b2"
Y0="(cos(b0)*cos(t-s)*b5)+sin(b0)*sin(B3)*b2"

X1="(cos(b1)*cos(t+s)*b5)-sin(b1)*cos(B4)*b2"
Y1="(cos(b1)*cos(t-s)*b5)+sin(b1)*sin(B4)*b2"

X2="(cos(b0)*cos(t-s)*b5)-sin(b0)*cos(B3)*b2"
Y2="(cos(b0)*cos(t+s)*b5)+sin(b0)*sin(B3)*b2"

X3="(cos(b1)*cos(t-s)*b5)-sin(b1)*cos(B4)*b2"
Y3="(cos(b1)*cos(t+s)*b5)+sin(b1)*sin(B4)*b2"

X4="-(cos(b0)*cos(t+s)*b5)-sin(b0)*cos(B3)*b2)"
Y4="-(cos(b0)*cos(t-s)*b5)+sin(b0)*sin(B3)*b2)"

X5="-(cos(b1)*cos(t+s)*b5)-sin(b1)*cos(B4)*b2)"
Y5="-(cos(b1)*cos(t-s)*b5)+sin(b1)*sin(B4)*b2)"

X6="-(cos(b0)*cos(t-s)*b5)-sin(b0)*cos(B3)*b2)"
Y6="-(cos(b0)*cos(t+s)*b5)+sin(b0)*sin(B3)*b2)"

X7="-(cos(b1)*cos(t-s)*b5)-sin(b1)*cos(B4)*b2)"
Y7="-(cos(b1)*cos(t+s)*b5)+sin(b1)*sin(B4)*b2)"

X8="-b7*(cos(b0)*cos(t+s)*b5)-sin(b0)*cos(B3)*b2"
Y8="b7*(cos(b0)*cos(t-s)*b5)+sin(b0)*sin(B3)*b2"

X9="-b7*(cos(b1)*cos(t+s)*b5)-sin(b1)*cos(B4)*b2"
Y9="b7*(cos(b1)*cos(t-s)*b5)+sin(b1)*sin(B4)*b2"

X10="-b7*(cos(b0)*cos(t-s)*b5)-sin(b0)*cos(B3)*b2"
Y10="b7*(cos(b0)*cos(t+s)*b5)+sin(b0)*sin(B3)*b2"

X11="-b7*(cos(b1)*cos(t-s)*b5)-sin(b1)*cos(B4)*b2"
Y11="b7*(cos(b1)*cos(t+s)*b5)+sin(b1)*sin(B4)*b2"

X12="-b7*-(cos(b0)*cos(t+s)*b5)-sin(b0)*cos(B3)*b2)"
Y12="b7*-(cos(b0)*cos(t-s)*b5)+sin(b0)*sin(B3)*b2)"

X13="-b7*-(cos(b1)*cos(t+s)*b5)-sin(b1)*cos(B4)*b2)"
Y13="b7*-(cos(b1)*cos(t-s)*b5)+sin(b1)*sin(B4)*b2)"

X14="-b7*-(cos(b0)*cos(t-s)*b5)-sin(b0)*cos(B3)*b2)"
Y14="b7*-(cos(b0)*cos(t+s)*b5)+sin(b0)*sin(B3)*b2)"

X15="-b7*-(cos(b1)*cos(t-s)*b5)-sin(b1)*cos(B4)*b2)"
Y15="b7*-(cos(b1)*cos(t+s)*b5)+sin(b1)*sin(B4)*b2)"

LWdt="6-(s*4)"
Pen="1.2-s"
ConB=1
Meta="reactive=4 detail=4 density=4 morphable=4"
Vers=100

User avatar
juxtiphi
Moderator
Posts: 1471
Joined: Sat Jan 15, 2005 1:29 pm

Post by juxtiphi »

looked really good I like it !

User avatar
markofkane
Posts: 346
Joined: Thu Feb 03, 2005 3:08 pm

Post by markofkane »

I get a bunch of errors on my screen with "Rock me" :(

(expression Syntax errors)

User avatar
juxtiphi
Moderator
Posts: 1471
Joined: Sat Jan 15, 2005 1:29 pm

Post by juxtiphi »

markofkane wrote:I get a bunch of errors on my screen with "Rock me" :(

(Syntax errors)
I did too the first time I tried it but then it worked but now that you mentioned it I went back to see it again and got a list of errors.

User avatar
JayPro
Posts: 738
Joined: Sat May 01, 2004 10:51 pm
Location: Huntington Station, Long Island, New York

Post by JayPro »

pooky wrote:
Ok, what determines whether a waveshape design is complicated or simple? Number of variables, number of X,Y coordinates, or ...?
The XY cords simply map out the placement of the things dancing on the screen. Just think of plotting lines on a piece of graph paper and extrapolating that into G-Force code.

It is true, though that the more variables you have in your code, the more complicated it will turn out. Other factors in deciding this include the "NUM" variable, which indicates how many "points" on screen you're staring out with. ANother factor is the "Steps" parameter, which, IIRC, is sort of an inidcator of how often these points are repeated (I'm most likely way of in the description here, so I'm hoping on experienced wave-maker can chime in here).

As I tried to say before, the fairly new Meta rating system was implemented into the code as a means of "telling the processor" what type of waveshape to expect. The Detail and Density params are the two biggies that determine the complexity of the wave. Again, you can always chuck the Morphable parameter if you discove that the processor is having too much of a struggle with the transition. The down side of *that*, though, is that you'll definitely end up with something relegated to the particle slideshow.

Bottom line is that it'll be a matter of trial and error to see if whatever numbers you put into the Meta rating line will suffice. So far, so good, though. ;)
"God is syntax."

Post Reply