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Mark Slee edited this page Nov 24, 2020 · 17 revisions

Coding with LX

LX is a simple but powerful framework for developing real-time, point-based animations. The system is built around a few core concepts. The first step is to familiarize yourself with these:

  • Parameters: values which may be stored, retrieved, mapped to UI knobs, MIDI controllers, etc.

  • Modulators: values which change over time, either algorithmically or based upon some other data

  • Components: an object in the system which utilizes a set of parameters and modulators to perform some task, e.g. an animation pattern

Next, you're ready for animation: Writing an LXPattern

Developing your Model

Soon to come, documentation of how to write your own LXModel object to represent your particular lighting sculpture and its components...

Mapping your Hardware

LX supports a variety of common lighting control protocols, such as ArtNet, OPC, etc. The LXOutput package contains a variety of classes representing output types and datagrams. For a basic guide on how to use these classes: Mapping Outputs

Tutorials

Learn More

For a deeper dive into the library structure, consult the Javadoc API reference →