June 14 11 2008:
The new 1.14 beta has additions for alpha in the picture loaders, there is also some colour manipulation here too.
Alpha is added as a blend mode with opacity to the multilayer mode
The first version of Storm is now in beta with a whole load of samples to get people going. Although the library and particles are not yet active, the power of storm just as a 3d emitter is incredible. There are routings for colour, mapping, complex 3d shape controls, etc.
Here are just a small example of what you can do with storm:

Please bear in mind that most of the samples above are just the storm plugin with no additional processing.
Although CPU based, Storm can easly handle 35,000 emitter vertexes (with sprites) at speeds of up to 130fps at DVD resolution!

The general concept of Storm is a 3d shape with full control over the shape (position, rotation, scaling, displacement, dispersal, explode, etc).
A 3d shape is constructed directly inside storm, with everything displayed in full 3d including complex modifiers including bend,twist, etc.
You can also design a path in 3d with a path designer and loft or spin this path in 3d to construct the inital shape.
Each vertex of the shape can have up to two display modes (draw lines, particle sprites, colour particles based on input, etc).
Storm also allows you to route two input nodes into various live parameters. These include rgb colour, displacement mapping, etc:


April 30 2008:
Beta has been updated with core changes to the event system to finally allow multiple triggers.
Work is ongoing with the new Particle Storm plugin. This uses a completely new way to deal with particles: 3d emitters, transforms, etc.
Because of the code complexity (learning full directx, vector, matrix maths, UI development), things are progressing more slowly than usual.
These is currently no beta version as soo much is not currently usable (we're in catfood testing: like eating your own dogfood, only nastier!).

But, here are the first real shots of it in operation as a taster (save and view later for fullsize):

This is the incomplete 3d editor (buttons still not complete)


This is the full emitter page with all graphics, buttons, etc in operation.
comparing the first image you can also see how the UI is configurable as with gestalt, but only further!


This is the shape created above and being manipulated in vjo at dvd resolution, 84fps!

April 11 2008:
Particle system is now completely stable, added 3 live node previews (2 with mouse and tablet support). This will allow you to open a preview at any stage in the vjo node
work started and ongoing with Particle system new version: Particle Storm. This is based on a full 3d system with 3d emitters.
3d shape generator and initial directx math integration finished.

March 9 2008:
booster particle code now finished and entering testing:


February 28 2008:
Work ongoing correcting some bugs and redeveloping the booster particle system.

February 25 2008:
SP1 gets updated to V1.07!
Just update the current SP1 1.05 with these new files
There are some updates on the downloads/updates section (if you cant find it, try expanding the right menu when you click on downloads).

February 21 2008:
Continue to fall in love with lots more download options for VJO SP1
There are some updates on the downloads/updates section (if you cant find it, try expanding the right menu when you click on downloads).
SP1 is 1.05, and 1.06 is currently in beta testing, so you can be assured that development has certainly NOT ceased!

February 21 2008:
VJO SDK V1 released. Just goto downloads to find out more information.

February 14 2008:
Fall in love with VJO all over again and download SP1 now and experience the best giveaway in the history of VJing.
Free to use. Free to abuse. No restrictions.

If you don't believe me, then believe Granny!