Fluxus (programming environment)

Fluxus
Developer(s)Dave Griffiths, Gabor Papp and others
Initial release2005
Preview release
0.17rc5 / 18 April 2012 (2012-04-18)
Operating systemLinux, macOS, Windows
TypeLive coding environment
LicenseGNU General Public License
Websitewww.pawfal.org/fluxus/

Fluxus is a live coding environment for 3D graphics, music and games.[1] It uses the programming language Racket (a dialect of Scheme/Lisp) to work with a games engine with built-in 3D graphics, physics simulation and sound synthesis. All programming is done on-the-fly, where the code editor appears on top of the graphics that the code is generating.[2][3][4][5][6] It is an important reference for research and practice in exploratory programming, pedagogy,[7] live performance[8] and games programming.

  1. ^ "Fluxus official website". Archived from the original on 10 August 2012. Retrieved 21 August 2012.
  2. ^ Magnusson, Thor (March 2014). "Herding Cats: Observing Live Coding in the Wild". Computer Music Journal. 38 (1): 8–16. doi:10.1162/comj_a_00216. ISSN 0148-9267. Archived from the original on 2021-04-23. Retrieved 2018-08-21.
  3. ^ Wakefield, Graham, Charlie Roberts, Matthew Wright, Timothy Wood and Karl Yerkes. “Collaborative Live-Coding with an Immersive Instrument.” NIME (2014).
  4. ^ Bovermann, Till; Griffiths, Dave (March 2014). "Computation as Material in Live Coding". Computer Music Journal. 38 (1): 40–53. doi:10.1162/comj_a_00228. ISSN 0148-9267. Archived from the original on 2021-04-23. Retrieved 2018-08-21.
  5. ^ "Live Coding - Näher an der Musik". Deutschlandfunk (in German). Archived from the original on 2018-08-22. Retrieved 2018-08-21.
  6. ^ Magnusson, Thor (December 2011). "Algorithms as Scores: Coding Live Music" (PDF). Leonardo Music Journal. 21 (21): 19–23. doi:10.1162/lmj_a_00056. ISSN 0961-1215. Retrieved 2018-08-21.
  7. ^ Martins, S. B. (2010). Revisiting the architecture curriculum - the programming perspective. In FUTURE CITIES, 28th eCAADe Conference Proceedings, ETH Zurich (Switzerland).
  8. ^ Collins, N. (2011). Live coding of consequence. Leonardo, 44(3):207-211.

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