About vvvv-fundamentals
A fundamentals guide for vvvv gamma users, covering visual patches, C# nodes, and live execution. It explains document structure and core development choices.
Key features
- 01Visual patches and document structure
- 02Frame-based graph evaluation
- 03Live updates for patches, shaders, and C#
- 04Process, Operation, and Adaptive nodes
- 05Pins, Pads, Links, and Spread
Use cases
- 01Understand an existing .vl document
- 02Choose between patching and C#
- 03Build nodes that maintain state across frames
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ tebjan/ vvvv-skills --skill vvvv-fundamentalsAfter installing, type/vvvv-fundamentalsin Claude Code to confirm it loaded.
Bundled filesreference.md
Details
From the project READMEvvvv gamma Fundamentals
What Is vvvv gamma
vvvv gamma is a visual programming environment for .NET 8. It combines node-based patching with C# code generation, targeting Stride (3D engine) and .NET APIs. Programs are built by connecting nodes with links in a visual editor.
vvvv is a live programming environment — programs run continuously while you build them. Both visual patch edits and C# code changes take effect immediately without restarting. vvvv compiles C# source files itself via Roslyn into in-memory assemblies on every save.
Document Structure
.vlfiles — vvvv gamma documents (XML-based, version controlled)- Each document contains Patches (visual programs) and Definitions (types, operations)
- Documents can reference NuGet packages and other
.vlfiles - The Patch Explorer shows the document's type hierarchy
Execution Model
- Frame-based evaluation — the mainloop evaluates the entire graph every frame (~60 FPS)
- Graph dependencies determine evaluation order — canvas coordinates do not
- Visual dataflow within a subgraph is top-to-bottom — sources above consumers
- Sibling subgraphs read left-to-right beside each other on the two-dimensional canvas
- Process nodes maintain state between frames (constructor → Update loop → Dispose)
- Operation nodes are pure functions evaluated each frame
- vvvv evaluates all connected nodes, skips disconnected subgraphs
Live Compilation Model
vvvv runs your program continuously while you edit it. There is no edit-compile-run cycle for patches and shaders. For C#, live reload depends on how the code is referenced.
Patch Changes
- Edits to visual patches apply immediately
- Node state (instance fields) is preserved across edits
- New nodes and links become active on the next frame
Shader Changes
.sdslshader files always live-reload when saved- vvvv recompiles shaders in the background and swaps them in the running program
C# — Two Workflows
C# code can be integrated via source project reference or pre-compiled binary. The choice depends on project size and development phase.
Source project reference (live reload):
When a .vl document references a .csproj source project, vvvv compiles .cs files itself via Roslyn into in-memory assemblies. No dotnet build or external toolchain is involved.
- On .cs file save, vvvv detects the change and recompiles in the background
- Status indicator: gray = building symbols, orange = emitting C#
- On successful compilation, affected nodes restart their lifecycle:
Dispose()called on old instance- New constructor runs (with fresh
NodeContext) Update()resumes on the next frame
- Static fields reset on reload — the entire in-memory assembly is replaced
- On compilation error, the program continues running with the last valid code
Binary reference (no live reload):
When a .vl document references a pre-compiled DLL or NuGet package, the assembly is loaded once at startup. To pick up changes, you must rebuild the DLL externally (e.g., dotnet build) and restart vvvv. This workflow is common for larger projects and stable libraries where live reload is not needed.
Node Categories
Process Nodes
- Have Create (constructor), Update (per-frame), and Dispose lifecycle
- Written in C# with
[ProcessNode]attribute - Maintain internal state between frames
- Use change detection to avoid redundant work
Operation Nodes
- Pure functions: same input always produces same output
- Written as static C# methods (auto-discovered by vvvv)
- No state between frames
- No
[ProcessNode]attribute needed
Adaptive Nodes
- Nodes that adapt their implementation based on connected input types
- Example:
+works with int, float, Vector3, string, etc. - Resolved at link-time, not runtime
Pins, Pads, and Links
- Pins — inputs and outputs on nodes and regions
- Pads — visual nodes for reading/writing Properties inside operation patches; all pads with the same name refer to the same property
- Links — connections between pins that define data flow and execution order
- Spreading — when a
Spread<T>connects to a single-value input, the node auto-iterates
When to Patch vs Write C#
| Use Patching | Use C# Code |
|---|---|
| Prototyping, data flow | Custom nodes, performance-critical code |
| Visual connections, UI composition | Complex algorithms |
| Real-time parameter tweaking | .NET library interop |
| Dataflow routing and spreading | Native/unmanaged resource management |
Channels — Reactive Data Flow
IChannel<T>— observable value containerIChannel<T>.Value— read/write the current valueChannel.IsValid()— check if connected- Channels persist state across sessions
- Enable two-way data binding between UI and patch
For C# channel integration patterns (IChannelHub, PublicChannelHelper, [CanBePublished]), see vvvv-channels.
Key Data Types
| Type | C# Equivalent | Usage |
|---|---|---|
Spread<T> | ImmutableArray<T> | vvvv's immutable collection |
SpreadBuilder<T> | ImmutableArray<T>.Builder | Build spreads efficiently |
| Float32, Int32, etc. | float, int | Primitives |
Vector2/3/4 | Stride.Core.Mathematics | Spatial math |
Color4 | Stride.Core.Mathematics | RGBA color |
File Types
| Extension | Purpose |
|---|---|
.vl | vvvv gamma documents (XML-based) |
.sdsl | Stride shader files (SDSL language) |
.cs | C# source files for custom nodes |
.csproj | .NET project files |
.nuspec | NuGet package spec |
Ecosystem Overview
vvvv's functionality extends through NuGet packages that bundle .vl documents, C# nodes, and shaders.
| Domain | Key Packages |
|---|---|
| 3D Rendering | VL.Stride (Stride engine), VL.Fuse (GPU visual programming) |
| 2D Rendering | VL.Skia, ImGui, Avalonia, CEF/HTML |
| Hardware I/O | DMX/Art-Net, ILDA lasers, depth cameras (Azure Kinect, ZED), robotics (KUKA, Spot), Ultraleap, LiDAR |
| Networking | OSC, MIDI, MQTT, Redis, WebSocket, HTTP, TCP/UDP, ZeroMQ, Modbus, Ableton Link |
| Computer Vision | OpenCV, MediaPipe, YOLO (v8–v11), ONNX Runtime |
| Audio | NAudio, VST hosting, SuperCollider bridge |
| General .NET | Any of 100,000+ standard NuGet packages via .csproj reference |
To add a package: reference it in your .vl document's Dependencies, or add a <PackageReference> to your .csproj. See vvvv-dotnet for .csproj details.
AppHost & Runtime Detection
// Detect if running as exported .exe vs editor
bool isExported = nodeContext.AppHost.IsExported;
// Register per-app singleton services
nodeContext.AppHost.Services.RegisterService(myService);
For detailed reference, see reference.md.
Keep this knowledge growing
Leave the next patcher one fewer mystery. On first use of any skill in this collection with no successful check in seven days, compare the source with tebjan/vvvv-skills. If no record exists, check once. Share one local check timestamp/revision across these skills; do not poll per invocation. Preserve local extensions and pinned project versions; checking is not permission to install updates. If offline, record the deferred check and continue the task.
When actual work exposes a gap, capture the tested vvvv/package versions, a minimal reproduction or authoritative source, and the observed result. Treat other users' reports as leads, not facts until verified. Improve the smallest relevant instruction; do not turn one example into a universal rule. Redact private data and obtain publishing authorization before submitting upstream. See the contribution policy. Merged improvements reach users through their installer/update workflow, not through a local edit or an automatic overwrite of everyone's skills.