Here's yesterday's talk "Creative Coding in #OPENRNDR" at the #Kotlin Conf 2024. The first half show work by Edwin (principal developer of the framework) and the RNDR team.
The second part, starting at 6:32:25 (25 min. long), live codes a poster with two graphic layers and one with text.
At this point I have about 100 mods installed (via Vortex, via SteamTinkerLaunch) and some new shaders in OpenMW and this 2002 game is looking mighty sweet, if'n I do say so myself.
I'm a moderate Modder. I don't particularly like vast HD texture overhauls that give everything noisy 'grain' at the expense of the under-stated original look but in some cases they can work wonders, like in the armour you see in the second screenshot I've posted.
I bloody love OpenMW's new Shader capability, though. God-rays suit Morrowind thematically. The enhanced point-source lighting is MWAH. And those Mist/Fog shaders do absolute wonders for the atmosphere of the game. It's so great being on a mountain peak and suddenly a whole area vanishes as the mist thickens...
Take a look at this project by Runi: a preliminary language server for WGSL. IMO this is one of the biggest barriers in making graphics programming genuinely approachable: I'd love to see this catch on!
Ready for opening! At TaKe Sushibar in #Palma, "A Life Cycle" will evolve on the Mediterranean island during the next 4 months. Very much looking forward to see some good old friends. #algorithmicart#MastoArt#shaders#slowArt
Learn how to change the look of the halftone pattern shader with different blend modes. View the Shadertoy demo to see it in action, and change the options.
The SPIR Working Group developed 2 new SPIR-V extensions to provide shader authors with more guarantees about the execution model of shaders: SPV_KHR_maximal_reconvergence and VK_KHR_shader_quad_control.
"Universe man, Universe man
Size of the entire universe man"
https://infinitefunspace.com/p5/fly/ lets you fly through this "infinite" toroidal cube of 1M particles of ray-marched geometry spread by a moving noise function for extra texture.
Use the arrows and ASDW to move. [ and ] change the number of shapes. T toggles the text. N toggles the noise. L toggles layers.