#p5v2 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #p5v2, aggregated by home.social.
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#genuary 31: shaders. Well, it's been mostly shaders this whole month, but here's one more, making a disco ball with starburst lens flares. https://openprocessing.org/sketch/2860946 #p5js #p5v2
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#genuary 31: shaders. Well, it's been mostly shaders this whole month, but here's one more, making a disco ball with starburst lens flares. https://openprocessing.org/sketch/2860946 #p5js #p5v2
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#genuary 31: shaders. Well, it's been mostly shaders this whole month, but here's one more, making a disco ball with starburst lens flares. https://openprocessing.org/sketch/2860946 #p5js #p5v2
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#genuary 31: shaders. Well, it's been mostly shaders this whole month, but here's one more, making a disco ball with starburst lens flares. https://openprocessing.org/sketch/2860946 #p5js #p5v2
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#genuary 31: shaders. Well, it's been mostly shaders this whole month, but here's one more, making a disco ball with starburst lens flares. https://openprocessing.org/sketch/2860946 #p5js #p5v2
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#genuary 30, it's not a bug, it's a feature. WebGL clips away surfaces that are too close or far from the camera. You can control that distance. I've used that to make an x-ray thing here, featuring this completely not cursed creative coded person. https://openprocessing.org/sketch/2860277 #p5v2 #p5js
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#genuary 30, it's not a bug, it's a feature. WebGL clips away surfaces that are too close or far from the camera. You can control that distance. I've used that to make an x-ray thing here, featuring this completely not cursed creative coded person. https://openprocessing.org/sketch/2860277 #p5v2 #p5js
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#genuary 30, it's not a bug, it's a feature. WebGL clips away surfaces that are too close or far from the camera. You can control that distance. I've used that to make an x-ray thing here, featuring this completely not cursed creative coded person. https://openprocessing.org/sketch/2860277 #p5v2 #p5js
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#genuary 30, it's not a bug, it's a feature. WebGL clips away surfaces that are too close or far from the camera. You can control that distance. I've used that to make an x-ray thing here, featuring this completely not cursed creative coded person. https://openprocessing.org/sketch/2860277 #p5v2 #p5js
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#genuary 30, it's not a bug, it's a feature. WebGL clips away surfaces that are too close or far from the camera. You can control that distance. I've used that to make an x-ray thing here, featuring this completely not cursed creative coded person. https://openprocessing.org/sketch/2860277 #p5v2 #p5js
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#genuary 29: evolution. I've recreated/evolved a sketch from a Processing alpha from 2002 up to current p5. Writeup here: https://www.davepagurek.com/blog/sketch-evolution/ #p5v2 #p5js #processing
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#genuary 29: evolution. I've recreated/evolved a sketch from a Processing alpha from 2002 up to current p5. Writeup here: https://www.davepagurek.com/blog/sketch-evolution/ #p5v2 #p5js #processing
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#genuary 29: evolution. I've recreated/evolved a sketch from a Processing alpha from 2002 up to current p5. Writeup here: https://www.davepagurek.com/blog/sketch-evolution/ #p5v2 #p5js #processing
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#genuary 29: evolution. I've recreated/evolved a sketch from a Processing alpha from 2002 up to current p5. Writeup here: https://www.davepagurek.com/blog/sketch-evolution/ #p5v2 #p5js #processing
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#genuary 29: evolution. I've recreated/evolved a sketch from a Processing alpha from 2002 up to current p5. Writeup here: https://www.davepagurek.com/blog/sketch-evolution/ #p5v2 #p5js #processing
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#genuary 28: No libraries, just HTML. Here what basically amounts to a fragment shader, but done by checking and unchecking a grid of checkboxes. https://openprocessing.org/sketch/2858648 #p5js #p5v2
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#genuary 28: No libraries, just HTML. Here what basically amounts to a fragment shader, but done by checking and unchecking a grid of checkboxes. https://openprocessing.org/sketch/2858648 #p5js #p5v2
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#genuary 28: No libraries, just HTML. Here what basically amounts to a fragment shader, but done by checking and unchecking a grid of checkboxes. https://openprocessing.org/sketch/2858648 #p5js #p5v2
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#genuary 28: No libraries, just HTML. Here what basically amounts to a fragment shader, but done by checking and unchecking a grid of checkboxes. https://openprocessing.org/sketch/2858648 #p5js #p5v2
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#genuary 28: No libraries, just HTML. Here what basically amounts to a fragment shader, but done by checking and unchecking a grid of checkboxes. https://openprocessing.org/sketch/2858648 #p5js #p5v2
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#genuary 27: lifeform. Here's a frog. A p5.strands shader warps it in an arc as it jumps. https://openprocessing.org/sketch/2857739 #p5js #p5v2
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#genuary 27: lifeform. Here's a frog. A p5.strands shader warps it in an arc as it jumps. https://openprocessing.org/sketch/2857739 #p5js #p5v2
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#genuary 27: lifeform. Here's a frog. A p5.strands shader warps it in an arc as it jumps. https://openprocessing.org/sketch/2857739 #p5js #p5v2
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#genuary 27: lifeform. Here's a frog. A p5.strands shader warps it in an arc as it jumps. https://openprocessing.org/sketch/2857739 #p5js #p5v2
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#genuary 27: lifeform. Here's a frog. A p5.strands shader warps it in an arc as it jumps. https://openprocessing.org/sketch/2857739 #p5js #p5v2
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#genuary 26: recursive grids. Tap the square and it will shatter! This is done by recursively picking a line on each shape and then cutting it in two along that line. https://openprocessing.org/sketch/2856899 #p5v2 #p5js
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#genuary 26: recursive grids. Tap the square and it will shatter! This is done by recursively picking a line on each shape and then cutting it in two along that line. https://openprocessing.org/sketch/2856899 #p5v2 #p5js
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#genuary 26: recursive grids. Tap the square and it will shatter! This is done by recursively picking a line on each shape and then cutting it in two along that line. https://openprocessing.org/sketch/2856899 #p5v2 #p5js
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#genuary 26: recursive grids. Tap the square and it will shatter! This is done by recursively picking a line on each shape and then cutting it in two along that line. https://openprocessing.org/sketch/2856899 #p5v2 #p5js
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#genuary 26: recursive grids. Tap the square and it will shatter! This is done by recursively picking a line on each shape and then cutting it in two along that line. https://openprocessing.org/sketch/2856899 #p5v2 #p5js
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#genuary 25: organic geometry. Here are a bunch of bugs made of stretched spheres and cylinders, moving around using some noise, with ap5.strands shader bump mapping and doing a bit of iridescence. https://openprocessing.org/sketch/2856313 #p5js #p5v2
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#genuary 25: organic geometry. Here are a bunch of bugs made of stretched spheres and cylinders, moving around using some noise, with ap5.strands shader bump mapping and doing a bit of iridescence. https://openprocessing.org/sketch/2856313 #p5js #p5v2
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#genuary 25: organic geometry. Here are a bunch of bugs made of stretched spheres and cylinders, moving around using some noise, with ap5.strands shader bump mapping and doing a bit of iridescence. https://openprocessing.org/sketch/2856313 #p5js #p5v2
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#genuary 25: organic geometry. Here are a bunch of bugs made of stretched spheres and cylinders, moving around using some noise, with ap5.strands shader bump mapping and doing a bit of iridescence. https://openprocessing.org/sketch/2856313 #p5js #p5v2
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#genuary 25: organic geometry. Here are a bunch of bugs made of stretched spheres and cylinders, moving around using some noise, with ap5.strands shader bump mapping and doing a bit of iridescence. https://openprocessing.org/sketch/2856313 #p5js #p5v2
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#genuary 24: perfectionist's nightmare. get back in line, cube!!! https://openprocessing.org/sketch/2855924 #p5js #p5v2
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#genuary 24: perfectionist's nightmare. get back in line, cube!!! https://openprocessing.org/sketch/2855924 #p5js #p5v2
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#genuary 24: perfectionist's nightmare. get back in line, cube!!! https://openprocessing.org/sketch/2855924 #p5js #p5v2
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#genuary 24: perfectionist's nightmare. get back in line, cube!!! https://openprocessing.org/sketch/2855924 #p5js #p5v2
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#genuary 24: perfectionist's nightmare. get back in line, cube!!! https://openprocessing.org/sketch/2855924 #p5js #p5v2
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#genuary 23: Transparency. Started as practice for some other projects. Uses some CSG and some p5.strands shaders to update how light is mixed together when the base material colour is transparent. https://openprocessing.org/sketch/2855229 #p5js #p5v2
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#genuary 23: Transparency. Started as practice for some other projects. Uses some CSG and some p5.strands shaders to update how light is mixed together when the base material colour is transparent. https://openprocessing.org/sketch/2855229 #p5js #p5v2
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#genuary 23: Transparency. Started as practice for some other projects. Uses some CSG and some p5.strands shaders to update how light is mixed together when the base material colour is transparent. https://openprocessing.org/sketch/2855229 #p5js #p5v2
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#genuary 23: Transparency. Started as practice for some other projects. Uses some CSG and some p5.strands shaders to update how light is mixed together when the base material colour is transparent. https://openprocessing.org/sketch/2855229 #p5js #p5v2
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#genuary 23: Transparency. Started as practice for some other projects. Uses some CSG and some p5.strands shaders to update how light is mixed together when the base material colour is transparent. https://openprocessing.org/sketch/2855229 #p5js #p5v2
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#genuary 22: plotter ready. Here's a 3D rendering in p5, with a dithered shader applied, and then the opaque pixels are turned into dots in an SVG! https://openprocessing.org/sketch/2854186 #p5js #p5v2
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#genuary 22: plotter ready. Here's a 3D rendering in p5, with a dithered shader applied, and then the opaque pixels are turned into dots in an SVG! https://openprocessing.org/sketch/2854186 #p5js #p5v2
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#genuary 22: plotter ready. Here's a 3D rendering in p5, with a dithered shader applied, and then the opaque pixels are turned into dots in an SVG! https://openprocessing.org/sketch/2854186 #p5js #p5v2
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#genuary 22: plotter ready. Here's a 3D rendering in p5, with a dithered shader applied, and then the opaque pixels are turned into dots in an SVG! https://openprocessing.org/sketch/2854186 #p5js #p5v2
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#genuary 22: plotter ready. Here's a 3D rendering in p5, with a dithered shader applied, and then the opaque pixels are turned into dots in an SVG! https://openprocessing.org/sketch/2854186 #p5js #p5v2