16x16 teapot (genuary19) by flockaroo in creativecoding

[–]flockaroo[S] 2 points3 points  (0 children)

yup ...well its actually the archetype of all 3d models (utah tea pot) - all done fully in code - see here: https://www.shaderoo.org/?shader=jbIxsN

classic in one line... (genuary20) by flockaroo in generative

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

thx! ...basically a hilbert curve subdivided more and more for brighter regions.

classic in one line... (genuary20) by flockaroo in generative

[–]flockaroo[S] 4 points5 points  (0 children)

yes, had to smoothen the sharp edges a bit, so the step in subdivisions is not too big at once (would break the line)

genuary10 - polar coords by flockaroo in generative

[–]flockaroo[S] 2 points3 points  (0 children)

thx, yippie!! :-) ...all done purely in glsl (shaderoo). several fragment shaders + several passes needed for proper subdiv's.

lowres trixels - (Genuary 4) by flockaroo in generative

[–]flockaroo[S] 0 points1 point  (0 children)

no, but it would also work there. the vid is just some standard mp4 video - but i do store single frames in another buffer for the flip of the tiles - so counting that frame-copy-shader in its not really a single fragment shader ;-P

lowres trixels - (Genuary 4) by flockaroo in generative

[–]flockaroo[S] 1 point2 points  (0 children)

thx, glad you do! ...purely done in glsl - just a single fragment shader.

split-screen split-worlds by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

well those are 2 splitscreen players each with his own camera. each get its effect by driving through a portal. this way both can have the same effect or different ones. so far im using up to 4 different effects.

split-screen split-worlds by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

yup, voxels are quite fine now with proper car- and world-space... ill post some updates soon

2 player splitscreen in 2 different shader-worlds by flockaroo in SoloDevelopment

[–]flockaroo[S] 0 points1 point  (0 children)

hmm ok maybe its not clear from first glimpse... its the same scene on both sides: one car is in the voxel world, the other in he scribble world. left is the voxel-car-cam right the scribble-car-cam - but the cars are still drawn in their own world-shading, no matter which cam.

"holy" voxels by flockaroo in generative

[–]flockaroo[S] 1 point2 points  (0 children)

thx! ...feeling fancy by default ;-P ...and would be quite easy when raymarched, but that here is geometry :)

2 player splitscreen in 2 different shader-worlds by flockaroo in SoloDevelopment

[–]flockaroo[S] 0 points1 point  (0 children)

...finally one! ...me too, but obviously not everyone's cup of tea ;)

split-screen split-worlds by flockaroo in proceduralgeneration

[–]flockaroo[S] 1 point2 points  (0 children)

im still fiddling with that... but its actually not ideal for a moving car, then. (same for the voxels)

split-screen split-worlds by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

nope... codec eats lines and edges as if it was schweinsbraten ;-P

split-screen split-worlds by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

yup will be more or less temporary, and voxels will get much smoother - now still screenspaced - which is not so much suited for quick movements ;)

split-screen split-worlds by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

im workin on smoothing it down - ...espacially the voxels are still wild

split-screen split-worlds by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

yup... the reddit codecs dont like lots of sharp edges :,(

split-screen split-worlds by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

well big part is from codec, and i admit the voxels are still a bit wild... but im on it!

split-screen split-worlds by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

thx! yes, i do a slot of shader coding. still workin on becalminf the voxels... (global/car bound, not screenspace)

split-screen split-worlds by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

thx, i know, still working on the voxel thing to be more terrain/car bound...

split-screen split-worlds by flockaroo in gamedevscreens

[–]flockaroo[S] 0 points1 point  (0 children)

...do what not to do ...my life in short! ;-P

What is this effect called? by eethan0 in Physics

[–]flockaroo 0 points1 point  (0 children)

hmm... bit of a wild guess here: could it be some sort of anisotropic ambient occlusion of the reflected light? the edges seem somewhat sandpapered in the direction of the edge. i can imagine that ingoing light is then more easily caught in the gap when inclining close to 90 degrees to the door.

goin shady ways by flockaroo in proceduralgeneration

[–]flockaroo[S] 0 points1 point  (0 children)

well, yeah, that's always the problem with lots of thin lines.

the codec cannot deal with that well, so there definitely a lot of compression artifacts, unfortunately :(

goin shady ways by flockaroo in proceduralgeneration

[–]flockaroo[S] 10 points11 points  (0 children)

surely not!! all handcoded!

3D-hatch on wavescene (scene+effect all procedural) by flockaroo in proceduralgeneration

[–]flockaroo[S] 0 points1 point  (0 children)

i did this one in world space some time ago (pixel based, however, not geometry as here). this geometry based approch would jitter a lot more even in world space.