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#raymarching — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #raymarching, aggregated by home.social.

  1. 🚀 Ah, the riveting saga of Jax's "true calling"—because nothing screams excitement like ray-marching renderers on #WebGL. 🤯 It's like the author stumbled upon a new toy and decided to write a love letter... to themselves. 🎨 I can hardly wait for the sequel, "Jax: The Revenge of the N-dimensional Arrays."
    benoit.paris/posts/jax-ray-mar #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated

  2. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  3. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  4. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  5. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  6. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  7. It's been a while since I did a #devDiary but I've recently updated the #stars in Teskooano to use volumetric #raymarching and new effects like the Wolf-Rayet wind cloud #threeJS #webGL #simulation #gameEngine #gameDev

  8. It's been a while since I did a #devDiary but I've recently updated the #stars in Teskooano to use volumetric #raymarching and new effects like the Wolf-Rayet wind cloud #threeJS #webGL #simulation #gameEngine #gameDev

  9. It's been a while since I did a #devDiary but I've recently updated the #stars in Teskooano to use volumetric #raymarching and new effects like the Wolf-Rayet wind cloud #threeJS #webGL #simulation #gameEngine #gameDev

  10. It's been a while since I did a #devDiary but I've recently updated the #stars in Teskooano to use volumetric #raymarching and new effects like the Wolf-Rayet wind cloud #threeJS #webGL #simulation #gameEngine #gameDev

  11. It's been a while since I did a #devDiary but I've recently updated the #stars in Teskooano to use volumetric #raymarching and new effects like the Wolf-Rayet wind cloud #threeJS #webGL #simulation #gameEngine #gameDev

  12. Welcome to #TextModeTuesday! For the next few weeks I'll be posting some projects & experiments related to this just spontaneously made up hashtag. If you've got something related to interesting text-based art/experiments, patterns, ASCII-art, ANSI-art etc. please share — the more, the merrier...

    To start with, here's an experiment from a few years ago to demonstrate some capabilities of thi.ng/text-canvas and thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).

    Demo:
    demo.thi.ng/umbrella/ascii-ray

    Commented source code:
    github.com/thi-ng/umbrella/blo

    Hotkeys:

    - c = toggle color on/off
    - t = toggle theme switch
    - space = toggle update

    WebGL version of the same scene (using an almost identical TypeScript shader source, only here transpiled to GLSL and using slightly different colors):
    demo.thi.ng/umbrella/shader-as

    #TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching

  13. A raymarched sphere splatting against an invisible wall, step by step.

    Why is this cool? Because most techniques I read about cast rays arranged in a rectangle rather than sphere.

    With the ball, you can see that edges slow down. That's because they don't reach the wall immediately, but probe the distance again and the step is smaller now.

    This is done interactively with a modified Ściema.

    gitlab.com/dcz_self/sciema/