Temple of the Star (Raymarching)
Source Reflections, raymarching, bloom… things are getting yummy over at shadertoy
Source Reflections, raymarching, bloom… things are getting yummy over at shadertoy
A little late-night A-frame doodle Inspired by Dan Shiffman’s excellent vid and the brilliant book. Sauce (The entire logic boils down to “Math.floor(Math.random() * 2) > 0 ? ‘/’ : ‘\\’;”, really)
Wrote a Medium Article about the aforementioned. [everydays are cancelled for now; working on longer-term projects. So that’s actually good!]
[everyday 071317]
Live Made this during a turbulent flight on a dying computer – much less involved than I’d like but I enjoyed playing with envmaps. Click to change. [everyday 061417]
More realtime vertex displacement. However small the animated values, for a true fluidity, shaders seem to be the only way. Back to shader work soon. [everyday 061317]
Inspired by a visit to the LCM and toying with some C64s. Live here Controls: WASD + space Had enough time to implement: terrain, background, stars, movement, shooting Not enough time: enemies, game, raycasting, collisions, the rest of it. I love vertex deformation! [everyday 061017]
Was going for a more interesting thing and ran out of time. Happens w/#everydays. [everyday 06/09/17]
A rough-and-dirty implementation of object pooling, a technique very common in game dev and proc gen. First learned about it in a Unity context, since then found out it’s quite universal and for good measure. In this implementation you’re going down an endless grid with randomly generated object. The grid is infinitely generated ahead of you […]
Because what good is 3d graphics if you can’t mess with a timeless object d’art. (Learning more about normal-based manipulation!) [everyday 06027]
Messing around with normal subtraction in constant raycasting, leads to fun result. Carve your icosphere at will! [everyday 060117]
One day I will grok shaders. Live: [everyday 053117]