TIL about linear color space RGBA. It's a good space where addition and multiplication work on colors. It's less fun when it jumps out and surprises you by changing your color values.
Here, you can see my struggle in this montage of failure. #shaders#bevy
"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.
"Particle man, particle man
Doing the things a particle can"
Play with this image live (and check out its source code) at https://infinitefunspace.com/p5/ball/ Drag with the mouse or your finger to spin it around.
It uses buffer-less rendering of 100,000 screen-aligned triangles textured with spheres. Each one is sized, colored, and animated entirely within the vertex shader.
Our Creative Code Club has a provisional event for next weekend...
It'll be livecoding, music and visuals, from members of the group - some with lots of experience, some fairly fresh.
Spectators welcome!
👉 Evening of Saturday 16th Dec @ Star and Shadow Cinema, Newcastle.
Details to be confirmed. Give me a shout if you'd like a ping when times are firmed up 🙂
Hey everybody, what’s up? In this video, I will demonstrate how to harness the high performance of a GPU for generating fractal patterns and transforming them in real-time, which can be used for creating original effects in your game with minimal effort. #Godot#GodotEngine#Godot4#devlog#shaders#GodotTips#fractal
Godot 4 help needed:
I want to do post processing in 3d with Visual Shaders. Screen texture of opaques only is easy, but with transparents I need a viewport, I think, right ? It worked also for a bit, but than it threw some errors (recursive usage?) and turnt grey. The docs also mention backbuffer copies... Anybody with more experience or a tutorial?
I might be a fool here, but I wanted to try to get into #shaders a bit more beyond colour, roughness, and templates, so apparently I thought Ray Marching would be a good place to start. I want to try a shader that can merge geometry together, like lava in a lava lamp. Stay tuned for my progress 😅
Procedural water streams are much harder than paths. 😅
The look of the water itself is getting better (and I have yet to implement transparency/refraction - and sound!) but the gullies the water runs in look pretty wrong and artificial for now... #ProcGen
I finally cracked hacking the lighting model and can now add shadows properly on the foam as well as hack the ambient light and reflections to look more natural. #ScreenshotSaturday#ProcGen#Shaders#GameDev#unity3d