Ollin

Tools

  • Project generator - ollin new and ollin generate: a ready-to-run sketch folder from a few questions. Each template runs for real in the window, so you can watch it before you pick one
  • Single-file sketches - the ollin command: run one .swift file as a sketch from any directory, with no package needed, or a package's sketch with every file of it reloading
  • The sketch on the phone - ollin phone: run the sketch on a paired iPhone or iPad. Every save installs it again, and its clock and parameters carry across, and the parameters stay live on the Mac
  • Live coding - the OllinLiveCoding performance host: write and evaluate sketch code live, with the code shown over the visuals
  • Bringing a shader over - ollin new --from-shader: translate a GLSL fragment shader into Metal, and get a project built around it
  • Checking the machine - ollin doctor: the toolchain, the GPU and what it supports, the command itself, and the permissions already decided, each with the one line that fixes it; plus shell completions and --list-params
  • Checking a shader - ollin check: compile a .metal file on this machine's GPU. It reports the errors at your own line, what kind of shader it is, and the parameters it reads
  • Bringing a scene over - ollin new --from-scene: write a glTF or USD scene out as the sketch that draws it
  • Writing an extension - ollin new --kind extension: a library that other sketches import, the ollinx- naming convention, and the seams to build on
  • Dragging a shape - Command-drag a shape in the live window or on the performance stage, and the numbers that place it change in your own code
  • The parameter timeline - OllinLive's timeline panel: one lane per automated parameter, and a playhead over the sketch clock. You place keys from the inspector's diamonds and drag them by hand, and the panel round-trips to the automation file
  • The reference offline - ollin docs and ollin examples: read these pages and every example sketch in the terminal, from the checkout you build against
  • Profiling - the inspector's cost row: CPU against GPU on one scale, the draw and pass counts, and a frame handed to Xcode

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