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  • Announcements regarding our community

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    gbevinG
    Thanks for joining the Uwyn forums. There have been several requests of Uwyn community members across a variety of project to have an online forum available for sharing knowledge. While we have a Discord server, it's often not that convenient to retrieve previous information. These are the rules, please take them at heart: Always be kind Proudly be who you are Be creative, whimsical, weird, inventive, magical, ... human Aim to make the world a better place for everyone Have fun!
  • A place to talk about whatever you want and to introduce yourself

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    Diablo 4 has continued to captivate players with its immersive world, challenging gameplay, and ever-evolving endgame content. One recurring request among the dedicated community is the introduction of a loot filter. With numerous endgame events and [url=https://www.eld.gg/Diablo-4/Gold.html]Diablo IV gold[/url] boss battles frequently dropping a vast amount of loot, the ability to quickly sift through items is a quality-of-life improvement that many players have been clamoring for since the game’s launch. Recently, a Diablo 4 developer offered insights into whether Blizzard is considering adding such a feature, shedding light on the delicate balance between player convenience and the in-game economy. The Enduring Demand for a Loot Filter From the outset, the Diablo 4 community has been vocal about its desire for a loot filter. The feature would allow players to tailor their item pickups, filtering out items that do not meet specific criteria. This is particularly important during endgame events, where the sheer volume of loot can overwhelm even the most organized inventories. Fans argue that a loot filter would streamline the gameplay experience, enabling them to focus on the high-value items that truly matter. In competitive and fast-paced environments, every second counts. Players face the challenge of managing their inventory while contending with relentless waves of enemies and formidable bosses. In these scenarios, the ability to quickly identify and secure valuable items can mean the difference between victory and defeat. Thus, the demand for a loot filter is not merely about convenience—it is about optimizing performance and ensuring that the best rewards are not lost in the clutter. Blizzard’s Response to Community Feedback Blizzard has a long-standing reputation for listening to its player base, and Diablo 4 is no exception. Over the course of each season, the developer has implemented numerous quality-of-life improvements and balancing tweaks in response to player feedback. This iterative approach has helped refine the game, making it significantly better than it was at launch. Yet, despite this commendable track record, the call for a loot filter remains one of the most persistent requests from the community. The developer’s recent comments indicate that the conversation around loot filtering is very much alive. While Blizzard has yet to commit to implementing a loot filter, its consideration of the feature suggests that the company is at least aware of the issue. However, the developer also highlighted that the decision is not straightforward. The challenge lies in aligning the feature with the overall design philosophy of the game, particularly regarding how loot is managed and [url=https://www.eld.gg/Diablo-4/Gold.html]buy Diablo IV gold[/url] its impact on the game’s economy.
  • General discussion about 3D printing and design

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    gbevinG
    My 3D printed MechaGodzilla is doing a little dance with all the good energy from the weekend. He's the best office buddy! [image: 1692557274008-367417137_10160057294779608_9084177517093320464_n-resized.jpg]
  • Pure java build tool for developers who don't like dealing with build tools

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    In the realm of online multiplayer games, few titles manage to transport players to a universe as immersive and visually captivating as New World. At the heart of its appeal lies the game’s meticulously crafted aesthetics. Every landscape in Aeternum—from its lush, whispering forests to the crumbling ruins that hint at ancient secrets, and even to its eerie, magical sites—has been designed to draw you in, inviting you to explore every hidden nook and cranny. A World Where Every Detail Tells a Story One of the most striking features of New World is its commitment to visual storytelling. The environments are not mere backdrops for battles and quests; they are integral elements of the game’s narrative. Each area in Aeternum is carefully designed to evoke a sense of wonder and mystery. For instance, as you step into a dense, vibrant forest, the interplay of light filtering through the canopy creates a serene yet enigmatic atmosphere. The rustling leaves and distant bird calls add layers of auditory detail that enhance the realism and depth of the experience. The crumbling ruins scattered across the landscape serve as silent testaments to the passage of time and the mysteries of a bygone era. These remnants of ancient civilizations are more than just obstacles or settings for combat—they are invitations to piece together the lore of Aeternum. Every broken column, weathered stone, and overgrown pathway hints at stories of glory, loss, and secrets waiting to be unearthed. It’s this level of detail that transforms each exploration into a journey of discovery, where the environment itself challenges you to ask questions and imagine the history behind every structure. The Allure of Lush Forests and Mystical Sites Aeternum’s landscapes are a feast for the eyes. The game designers have taken great care to ensure that the natural environments not only look stunning but also contribute to the gameplay experience. When traversing lush forests, players are often greeted by a palette of greens and golds—a visual symphony that is both calming and invigorating. These forests are dotted with small clearings, hidden streams, and clusters of wildflowers that beckon players to pause and take in the beauty of nature. On the other hand, the eerie magical sites scattered throughout Aeternum create a dramatic contrast. These locations are characterized by their ethereal glow and otherworldly features—misty landscapes illuminated by mysterious light, surreal rock formations that defy conventional physics, and spectral remnants that evoke a sense of the supernatural. Such environments are crafted to spark the imagination, compelling players to delve deeper into the lore of magic and myth that permeates the world of New World. Conquer Aeternum with ease—get your New World Coins fast, safe, and at unbeatable prices on eld.gg.com!
  • Instant bottle shower

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  • Highly modular 3D printable dungeon tile systems

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    gbevinG
    Dynamod Games is at East Coast RepRap Festival on the HueForge booth! Very excited that this worked out and that people can see HueForge is also useful for functional designs, in this case the multicolored Dynamod floors! [image: 1696119683531-img_6602.jpg] [image: 1696119686551-img_6603-resized.jpg]
  • Multi-dimensional MIDI expression through hand gestures

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    Thank you!
  • Tactile and UV reactive knob rings

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    gbevinG
    [image: 1692562562738-mavis1_1296x.jpg] [image: 1692562568541-mavis2_1296x.jpg] https://shop.uwyn.com/products/knobotron?variant=42050105835698
  • Perfectly and effortlessly record and play MIDI

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    Hi. I am thinking of getting the app (looks amazing btw - nice work) but have a couple of questions to see if it does what I am looking for please: 1- can it record loops with lengths not snapped to the grid/bars/beats of the host tempo? (I.e. like an audio loop pedal - you press it once to start recording (or press a key on a midi controller) and press it once more to stop recording and start looping) Can it record snapped to the bars and beats as well? 2- can it record parallel tracks with different track lengths? (Polyrhythms etc) 3- does it have midi learn function (with AUM as host for example)? I would like to use it for live midi looping with synths, and control it with foot pedals and such, hence the midi learn function. Thanks!!
  • Spatially anchored controllers for Vision Pro

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    gbevinG
    MIDI Widgets is now available on the Vision Pro App Store! https://apps.apple.com/us/app/midi-widgets/id6478060436 MIDI Widgets is the first spatial MIDI designer, fully embracing many new capabilities of Apple Vision Pro. This initial version of MIDI Widgets supports faders, buttons and knobs. More controls will be added in future updates. MIDI controllers can be positioned anywhere in your physical spaces and will stay anchored where you put them. MIDI Widgets will recognize different rooms and locations and restore your controller designs exactly as you left them, even across restarts. Controllers can be grouped in scenes, allowing different layouts to be recalled for different purposes. Each scene has its own set of enabled MIDI outputs. [image: 1708825623687-screenshots-collage2-resized.jpg] Features: Designed specifically for Apple Vision Pro Create as many faders, buttons and knobs as you need Freely position and orient individual controllers Spatial snapping makes it easy to build out perfectly aligned larger control surfaces Controllers automatically remain anchored to their location, even across restarts Controllers can be grouped in scenes and are easily recalled for different purposes Freely re-position and re-orient entire scenes Scenes can send MIDI messages to multiple configurable MIDI ports Support for Bluetooth LE MIDI devices Built-in virtual MIDI to send MIDI to other Vision Pro apps on the same device Per controller MIDI channel selection Per controller MIDI Control Change, Channel Pressure, Program Change or Pitch Bend messages Per controller 7-bit and 14-bit Control Change resolution Controllers can optionally reset to a neutral position upon release Faders and knobs can be unidirectional or bidirectional Every part of a control can be assigned a different color for recognizability Colors can easily be copied and pasted, individually or as complete color schemes Controllers can have optional labels that can be placed on any of the four edges A floating tool window follows your left or right hand and allows editing anywhere Multiple controllers can be used simultaneously, allowing for dual hand interaction
  • Control synths from your Watch

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    gbevinG
    MidiWrist Unleashed is a complete rewrite of MidiWrist as a standalone Apple Watch application that doesn't use the iPhone as a gateway for MIDI connections anymore. MidiWrist Unleashed is able to make direct Bluetooth LE connections to MIDI devices and has a full suite of config/editing tools included. MidiWrist Unleashed is rapidly becoming the most full-featured standalone WatchOS app I've seen. It feels really cool to be able to do so much just on your wrist. It supports multiple MIDI control presets with auto-reconnection to BLE devices, any number of panels per presets, knob/button panel, support for the digital crown, XY panel, motion panel, ... with full configuration of MIDI settings, name, layout, alt corner buttons. Next up is a transport control panel and then a stepper panel with one big control and up/down buttons. Finally, adding color selection for each panel and control, and then I should be close to release. [image: 1711398537191-433009729_10160411008734608_538875369241314573_n.jpg]
  • MIDI Polyphonic Expression

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    gbevinG
    I have new versions of SendMIDI and ReceiveMIDI available with MPE Profile support. The intent of these versions of my tools is that people can focus on either the initiator or responder role for their product and leave the other part of the negotiation up to either SendMIDI or ReceiveMIDI. This should make it easier to bootstrap adding MPE Profile support. https://github.com/gbevin/SendMIDI https://github.com/gbevin/ReceiveMIDI SendMIDI allows simulating the role of an MPE Profile initiator, while ReceiveMIDI allows simulating the role of an MPE Profile responder (only on Linux/macOS due to virtual port creation) Here's an basic example of usage: Create a virtual MIDI port named profiletest and configure it to support manager channel 1 with 15 member channels as a responder: receivemidi mpp profiletest 1 15 Use profiletest both as the MIDI output and input port and request the MPE profile to be enabled as an initiator with manager channel 1 and with 6 member channels: sendmidi dev profiletest mpp profiletest 1 6 The relevant outputs could be: receivemidi mpp profiletest 1 15 Responder MUID 0x0d1212d6 waiting for MPE Profile negotiation on channel 1 MUID 0x03926473 : MPE Profile enabled with manager channel 1 and 6 member channels MUID 0x03926473 : MPE Profile details inquired for optional features sendmidi dev profiletest mpp profiletest 1 6 Initiator MUID 0x03926473 negotating MPE Profile with manager channel 1 and 6 member channels MUID 0x0d1212d6 : Discovered MUID 0x0d1212d6 : Requesting MPE Profile enablement with manager channel 1 and 6 member channels MUID 0x0d1212d6 : MPE Profile enabled with manager channel 1 and 6 member channels MUID 0x0d1212d6 : Inquiring MPE Profile details for optional features MUID 0x0d1212d6 : MPE Profile details received for optional features MUID 0x0d1212d6 channel response : not supported MUID 0x0d1212d6 pitch bend : supported MUID 0x0d1212d6 channel pressure : standard controller MUID 0x0d1212d6 3rd dimension : standard controller This is another possible example: Create a virtual MIDI port named profiletest and configure it to support any manager channel with up to 8 member channels as a responder, this also disables pitch bend as a supported feature and enables bipolar controllers for channel pressure and 3rd dimension: receivemidi mpp profiletest 0 8 mpb 0 mcp 2 m3d 2 Use profiletest both as the MIDI output and input port and request the MPE profile to be enabled as an initiator with manager channel 2 and with 10 member channels: sendmidi dev profiletest mpp profiletest 2 10 Then, use profiletest both as the MIDI output and input port and request the MPE profile to be enabled as an initiator with manager channel 12 and with 6 member channels: sendmidi dev profiletest mpp profiletest 12 6 The relevant outputs could be: receivemidi mpp profiletest 0 8 mpb 0 mcp 2 m3d 2 Responder MUID 0x04b33d6f waiting for MPE Profile negotiation on all channels MUID 0x00166e57 : MPE Profile enabled with manager channel 2 and 8 member channels MUID 0x00166e57 : MPE Profile details inquired for optional features MUID 0x001a9680 : MPE Profile disabled with manager channel 2 MUID 0x001a9680 : MPE Profile enabled with manager channel 12 and 4 member channels MUID 0x001a9680 : MPE Profile details inquired for optional features sendmidi dev profiletest mpp profiletest 2 10 Initiator MUID 0x00166e57 negotating MPE Profile with manager channel 2 and 10 member channels MUID 0x04b33d6f : Discovered MUID 0x04b33d6f : Requesting MPE Profile enablement with manager channel 2 and 10 member channels MUID 0x04b33d6f : MPE Profile enabled with manager channel 2 and 8 member channels MUID 0x04b33d6f : Inquiring MPE Profile details for optional features MUID 0x04b33d6f : MPE Profile details received for optional features MUID 0x04b33d6f channel response : not supported MUID 0x04b33d6f pitch bend : not supported MUID 0x04b33d6f channel pressure : alternate bipolar controller MUID 0x04b33d6f 3rd dimension : alternate bipolar controller sendmidi dev profiletest mpp profiletest 12 6 Initiator MUID 0x001a9680 negotating MPE Profile with manager channel 12 and 6 member channels MUID 0x04b33d6f : Discovered MUID 0x04b33d6f : Requesting MPE Profile enablement with manager channel 12 and 6 member channels MUID 0x04b33d6f : MPE Profile disabled with manager channel 2 MUID 0x04b33d6f : MPE Profile enabled with manager channel 12 and 4 member channels MUID 0x04b33d6f : Inquiring MPE Profile details for optional features MUID 0x04b33d6f : MPE Profile details received for optional features MUID 0x04b33d6f channel response : not supported MUID 0x04b33d6f pitch bend : not supported MUID 0x04b33d6f channel pressure : alternate bipolar controller MUID 0x04b33d6f 3rd dimension : alternate bipolar controller Full documentation can be found by typing sendmidi -h or receivemidi -h. Hope this is helpful. Please let me know if you have any feedback.
  • Modular Eurorack Cases

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    Path of Exile 2, the much-anticipated sequel to the 2013 original, continues to build on its reputation as one of the most intricate and engaging isometric dungeon crawlers in modern gaming. With a promise of deeper character customization and a reinvigorated endgame experience, this sequel is already generating buzz among fans and newcomers alike. The upcoming 0.2.0 update, slated for a late March 2025 release, is poised to deliver a host of changes that will significantly impact gameplay, balance, and strategic depth. This article delves into the exciting features announced so far—from revamped character classes and mysterious new Ascendancy options to unique items and sweeping enhancements to the endgame. A Legacy Reborn: The Evolution of Path of Exile Path of Exile 2 stands as a monumental evolution from its predecessor. At its core, the game is built on the same principles that have made the original a fan favorite: a dark, immersive world where every decision matters, and every character can be molded to fit a player’s unique vision. One of the standout features of Path of Exile 2 is its ambitious design plan involving 12 distinct character classes. Each class is further subdivided into three unique Ascendancy Classes, allowing for a staggering range of playstyles and customization. Although the full roster has yet to be unveiled, the early access version already showcases six exciting classes: Warrior, Monk, Mercenary, Sorceress, Witch, and Ranger. This diverse lineup ensures that players have a rich tapestry of options to explore and master as they navigate the treacherous realms of Wraeclast. Unveiling the 0.2.0 Update: What to Expect Grinding Gear Games, the developers behind the franchise, recently posted details about the 0.2.0 update on the official Path of Exile website. While many of the major changes remain shrouded in secrecy, a few tantalizing teasers have emerged. One of the most significant aspects of the update is a series of buffs targeting what is currently the strongest build archetype in the game. This move signals the developers’ commitment to balancing the gameplay experience, ensuring that no single strategy dominates and that all players have the opportunity to experiment with new tactics. In addition to the buffing of certain builds, the 0.2.0 patch introduces several new Ascendancy Classes. Ascendancy options have always played a critical role in defining the strategic potential of each character class. By adding fresh choices in this area, the update is expected to not only expand the depth of customization but also encourage a reevaluation of existing playstyles. The deliberate balancing act—enhancing popular builds while simultaneously opening up new avenues for exploration—demonstrates a keen awareness of community feedback and a proactive approach to game design. Elevate your trading game with ELD.gg.com POE2 Trade—where every deal brings you closer to victory.
  • Full-stack, no-declaration, framework to quickly and effortlessly create web applications with modern Java

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    gbevinG
    RIFE2 v1.8.0 is available: https://github.com/rife2/rife2/releases/tag/1.8.0 Added support for Java 22. Added support for WebJars when running with the embedded Jetty or Tomcat servlet container. When deployed as a WAR, WebJars were already supported. Added rife.feed package to make it easy to generate content syndication feeds. Fix to template parsing to support tags inside angled brackets without adjacent spaces. For instance: <{{v value1/}}></{{v value2/}}> Template improvements when being processed through web engine. The Context parameters are now used for the param: filtered value tags instead of request parameters. Fix to ensure that templates going through the web engine Context always get the context added as a template attribute before printing the template. Added ability to set custom attributes in CookieBuilder. Fixed issue where MySQL TINYINT(1) columns wouldn't be converted to boolean types in the database layer. Improvements to tests. Updated to latest bld. Updated RIFE2 IDEA plugin. Updated to latest dependencies.
  • Command-line tools for sending and receiving MIDI messages

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    gbevinG
    This is a brain-dump tutorial of how to use the command-line on macOS, specifically for using my tools SendMIDI and ReceiveMIDI. IMPORTANT: Apple changed the default shell from bash to zsh. This video refers to the file .profile that needs to be edited. Instead of .profile, use .zprofile which is what zsh uses. https://www.youtube.com/watch?v=_o1kg0IbetY
  • Multi-platform GUI application to effortlessly visualize MIDI activity

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    gbevinG
    https://www.youtube.com/watch?v=ywj6MvCh9ko
  • Open-source 3D printed synth overlays for vision impaired people

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    gbevinG
    Tactile Patch Sheets are a 3D printed design vocabulary to help vision impaired people more easily dial in synthesizer patches on hardware synths. https://uwyn.com/tactile-patch-sheets/ I started this work two years ago and was finally able to get everything written up, and all the files created, tested and uploaded. Everything about this work is open-source and BSD licensed. [image: 1692556820700-mavis_foldable_kick_drum2-resized.jpg]