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TiXL Meetup 2026-08-10 / Drone-Show Choreography, Video Pipeline & Audio Graph

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A 5h33m TiXL developer meet-up: reaction-diffusion feedback experiments, a broad 4.3 preview (asset link files, the node-based audio graph, timeline video editing, FFmpeg playback, HAP export, texture-array frame history), and a long collaborative session choreographing a 100-drone show with speed and collision validation and a texture export to Blender.

Introduction

๐Ÿ†• new feature ยท ๐Ÿ› ๏ธ improvement ยท ๐Ÿ“˜ operator ยท ๐Ÿ“ walkthrough ยท ๐Ÿง  deep dive ยท ๐Ÿฟ showcase ยท ๐ŸŽฏ planned ยท ๐Ÿ’ฌ discussion ยท โš ๏ธ heads-up

Chapters

  • 0:00 ๐Ÿ“ Warm-up: physarum + reaction-diffusion feedback (Sharpen, Blur)
  • 11:15 ๐Ÿ“ FastBlur and 32-bit textures in feedback loops
  • 14:06 ๐Ÿ“ Masked parameter sweeps; steering with DirectionalBlur
  • 21:23 ๐Ÿ“ Warping the diffusion with ShardNoise
  • 25:36 ๐ŸŽฏ Output management: the physical-units canvas
  • 32:10 ๐Ÿ†• The timeline as a lightweight video editor
  • 34:20 ๐Ÿ†• Asset link files: per-machine media paths
  • 39:07 ๐Ÿ†• The node-based audio graph (PlayAudioClip, envelopes)
  • 48:39 ๐Ÿง  Nested clips with local time ("pre-comps")
  • 55:54 ๐Ÿ“˜ PlayVideo vs. VideoClip: random access vs. frame-sync
  • 59:06 ๐Ÿง  GPU decode: the playback-performance mode
  • 1:03:05 ๐Ÿ“ A clip switcher from FilesInFolder
  • 1:05:40 ๐Ÿง  Why seeking is slow (GOP length); HAP and ProRes
  • 1:08:24 ๐Ÿ†• Continuous render range for capturing improvisation
  • 1:09:30 โš ๏ธ HAP export needs a .mov container
  • 1:20:29 ๐Ÿ“ Frame history with KeepInTextureArray
  • 1:23:55 ๐Ÿ“ Time displacement from a Texture2DArray (CustomPixelShader)
  • 1:30:15 โš ๏ธ Texture formats silently promoted to 16-bit
  • 1:37:43 ๐Ÿ“˜ TimeDisplace: the ready-made version
  • 1:39:30 ๐Ÿ“ Pre-warming the history buffer (Once, CountInt, StopWatch)
  • 1:46:31 ๐Ÿ“ Crude motion detection from frame differences
  • 1:59:48 ๐Ÿ“ Where the background soundtrack lives now
  • 2:04:12 ๐Ÿ“ Building the drone-show scene: night sky and flight cage
  • 2:20:08 ๐Ÿ’ฌ Emulating a 10 FPS device; a project frame-rate idea
  • 2:23:00 ๐Ÿ“ A logo as 100 drone positions (DetectEdges, PointsOnImage)
  • 2:32:33 ๐Ÿง  Speed validation in a CustomPointShader (previous-frame trick)
  • 2:47:00 ๐Ÿ“ Brute-force separation checks and visible safety spheres
  • 2:57:40 ๐Ÿ’ฌ SVG outlines as evenly spaced targets
  • 3:02:51 ๐Ÿ“ Speed-limited morphs via particles + ReconstructiveForce
  • 3:06:30 ๐Ÿ“ Tuning CollisionForce for a real safety radius
  • 3:19:56 ๐Ÿง  Reconstruction vs. collision: the tuning fight
  • 3:27:10 ๐Ÿ“ Chaining crossfades to a spiral formation
  • 3:33:09 ๐Ÿง  Inside CollisionForce: hashing and resolve speed
  • 3:40:15 ๐Ÿ“ Baking the show to a texture for Blender
  • 4:12:40 ๐Ÿง  Bloom under RenderDoc: a frame-capture tour
  • 4:49:00 ๐Ÿ“ Fleet-wide color fades and choreography polish
  • 5:29:37 โš ๏ธ Strip QA warning colors before exporting