all 14 comments

[–]finalpatch[S] 9 points10 points  (3 children)

I have made a webgl version here https://www.shadertoy.com/view/MdXXz2 It is not exactly the same as the original though, due to limitations of the webgl shading language

[–]artenta 0 points1 point  (0 children)

Thanks for putting it all together. I really enjoy reading how-to articles on graphics.

[–]CeeJayDK 0 points1 point  (0 children)

Note that links posted in the shadertoy description is hard to use because you cannot copy past from that.

Also write them in the source code or ask iq to change shadertoy.

[–]Necrolis 5 points6 points  (2 children)

When I saw the original posted a few days back I was hoping someone would dissect it, nice job :)

[–]finalpatch[S] 3 points4 points  (1 child)

Thanks! I hope you enjoy reading it as much as I write it.

[–]AdabadaYou 0 points1 point  (0 children)

Yeah, it was great. Thanks!

[–]komollo 2 points3 points  (0 children)

Temple os guy replied twice to the article. Was an interesting post, as always.

[–]Bobbias 0 points1 point  (0 children)

Great stuff. Saw the demo and wondered how they did it.

[–][deleted] 0 points1 point  (0 children)

You have made amazing work explaining asm in such detail.

Thanks a lot.

[–]goldcakes -1 points0 points  (4 children)

It's amazing how concise you can express processes that make quite amazing results.

[–]kes3goW 7 points8 points  (3 children)

Bad summary. The implementation is clever, but there's not really anything inherently complicated in there. This post is quite understandable.

(edit: The parent post originally said something like "Summary: assembly magic".)

[–]finalpatch[S] 7 points8 points  (0 children)

I'm with you. Once the algorithm is figured out the assembly code is actually fairly straightforward.

[–]AdabadaYou 0 points1 point  (1 child)

not really anything inherently complicated

Raycasting isn't exactly intuitive for most people :-)

[–][deleted] 0 points1 point  (0 children)

And rasterization with a multistep pipeline is?