Fluxus (programming environment)

Short description: Live coding environment for 3D graphics, music and games

FluxusDeveloper(s)| Dave Griffiths, Gabor Papp and others

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Initial release| 2005
Preview release|

0.17rc5 / 18 April 2012; 14 years ago (2012-04-18)

Operating system| Linux, macOS, Windows
Type| Live coding environment
License| GNU General Public License
Website| www.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.

## References

1. ↑ "Fluxus official website". https://www.pawfal.org/fluxus/. 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. https://www.mitpressjournals.org/doi/abs/10.1162/COMJ_a_00216. 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. https://www.mitpressjournals.org/doi/abs/10.1162/COMJ_a_00228. Retrieved 2018-08-21.
5. ↑ "Live Coding - Näher an der Musik" (in de-DE). Deutschlandfunk. https://www.deutschlandfunk.de/live-coding-naeher-an-der-musik.807.de.html?dram:article_id=388587.
6. ↑ Magnusson, Thor (December 2011). "Algorithms as Scores: Coding Live Music". Leonardo Music Journal 21 (21): 19–23. doi:10.1162/lmj_a_00056. ISSN 0961-1215. https://cris.brighton.ac.uk/ws/files/268697/Magnusson.pdf. 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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