Echoisa, to Cats
@Echoisa@mstdn.games avatar

I added a fun little wiggle to the harvest nodes for Cats vs Aliens! It was... surprisingly more difficult than I'd like to admit :nowork:

Got about a minute to spare? Watch the (super condensed) process here!

https://youtube.com/shorts/SAiggPJeZfw?feature=share

#shareyourgames #cats #IndieGameDev #CatsVsAliens #gaming #shaders #funny #funnygames #funnygamebugs #catgamedevsunite #catgames

scdollins, to genart
@scdollins@genart.social avatar
danil, to GraphicsProgramming
@danil@mastodon.gamedev.place avatar

New blog post - Hash Noise stability in GPU Shaders -
https://arugl.medium.com/hash-noise-in-gpu-shaders-210188ac3a3e

shanecelis, to bevy
@shanecelis@mastodon.gamedev.place avatar
shanecelis, to GraphicsProgramming
@shanecelis@mastodon.gamedev.place avatar

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.

shanecelis,
@shanecelis@mastodon.gamedev.place avatar

3/ If you try to port shaders from shadertoy to bevy, these two functions will help if interested in preserving the original colors.

https://github.com/bevyengine/bevy/discussions/8937

shanecelis, to GraphicsProgramming
@shanecelis@mastodon.gamedev.place avatar

I like the wgsl shading language, but the no swizzle assignment feels bad.

scdollins, to genart
@scdollins@genart.social avatar
scdollins, to genart
@scdollins@genart.social avatar

"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.

- Particles
- SDFs
- Shaders

scdollins, to genart
@scdollins@genart.social avatar

"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.

- Particles
- Shaders

itnewsbot, to GraphicsProgramming
@itnewsbot@schleuss.online avatar

Game Graphics: Rasterization - Last time, I talked about racing the beam, a type of graphics used when memory was... - https://hackaday.com/2023/12/26/game-graphics-rasterization/

gimulnautti, to GraphicsProgramming
@gimulnautti@mastodon.green avatar

I like to work on 1-minute videos, promoting the new releases of the record label I co-founded.

I try to take two days making each. 1 day I some for the special fx, 1 day I spend in the .

Graphics are usually from the cover .

This time the theme was vehicles. Which is great, because music is all about being honestly back-water, not trying to be fancy.

So here we go, psychedelic rally & motorsports, far out! 😊

video/mp4

albadotart, to genart
@albadotart@genart.social avatar

Part of the Tiny Geometries group show on Alba, Xeno by StrangerintheQ opens minting on Wed, Dec 20 @ 1pm EDT / 6pm GMT 👾

marcus_eckert, to GraphicsProgramming German
@marcus_eckert@mstdn.social avatar

Added an easter egg to the Riveo.app onboarding. Wait for it and it'll slowly freeze over.

video/mp4

jtruk, to random
@jtruk@mastodon.social avatar

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 🙂

jtruk,
@jtruk@mastodon.social avatar
boilingsteam, to linux
@boilingsteam@mastodon.cloud avatar
scdollins, to generative
@scdollins@genart.social avatar
scdollins, to generative
@scdollins@genart.social avatar
scdollins, to generative
@scdollins@genart.social avatar
Fencer, to godot Czech
@Fencer@mastodonczech.cz avatar

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

https://www.youtube.com/watch?v=ulQMXw5KALo

rokojori, to godot

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?

MattWoelk, to godot
@MattWoelk@mastodon.gamedev.place avatar

Yo, no one told me that has visual scripting for !? This is amazing!

eldamir, to GraphicsProgramming
@eldamir@hachyderm.io avatar

I might be a fool here, but I wanted to try to get into 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 😅

runevision, to random
@runevision@mastodon.gamedev.place avatar

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...

Walking through a virtual forest environment on a path, and coming across a water stream. In one direction it eventually goes down a steep slope, and in the other it comes from an even steeper slope, making it sort of a waterfall.

runevision,
@runevision@mastodon.gamedev.place avatar

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.

Walking in a virtual forest environment, following water streams on various slopes, observing the various levels of foam, and how the water looks different in light and under the shade of trees.

scdollins, to generative
@scdollins@genart.social avatar
scdollins,
@scdollins@genart.social avatar
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