covers! This is soooo becoming a thing! πŸ˜†

shadertoy.com/view/wscGWB

I actually dared to distort an with an for this one during . Does result in infinite loops that need detection/termination... but that's more or less easy. Check out the shadertoy/code to learn more!

Comin' at ya with yet another cover: INFINITE LOOP!
This combines with to combine the ground () with everything else ()!

shadertoy.com/view/3s33WM

I actually tried using the luma of the ground texture to compute tangent space normalmap and bring it into worldspace to do bump mapping... but it just made everything noisier so I ditched it.

Bring me all the thoughts! πŸ™‚

an for can create some pretty interesting results.

These root-like structures are directly the result of peculiar behavior of fBms when their domains are warped.

shadertoy.com/view/wdc3WN

shadertoy.com/view/3s33Rn

Ok, so some improvements since last night:

* more stable stars
* less aliasing (with added moblur)
* box adjusted env map
* gamma correction
* non-skewed nebulas
* some perf gains

I can't get enough of recreating these covers in ! πŸ˜‚

Go forth and PREMULTIPLY!(?)

shadertoy.com/view/3s33Rn

I made fractalTreePart6(...) specifically for the base patterns on the mountains. I also warp the mountains and get their normals accurately.

Would love to hear feedback!πŸ™‚

If this takes you back... then you get me! πŸ™‚
Shadow of the Beast track (on the ) inside the tree level had these awesome OWL eye balls moving on a sine that could hurt you. Hence this !
πŸ˜‰
shadertoy.com/view/3lBSzK produced using my very own Shadertoy utils! github.com/toomuchvoltage/shad All covered under licensing. It is by the way done by an

Hey folks, don't forget to check out my latest : shadertoy.com/view/WljSR1 ... this one is actually important because it was made with: github.com/toomuchvoltage/shad which should open up a lot of possibilities for you all πŸ™‚

It's almost like a void everyone keeps screaming into... 😟

Also, there's so much content directly linked from Twitter... .... ....

I'm kinda curious... does anyone interact with anyone else on this platform... any more?

Aaaand to wrap it up... here's the algorithm overview for anyone wishing to replicate this technique πŸ™‚. Enjoy!

reddit.com/r/gamedev/comments/

Dearest Mastodon community: Look at what I was wrapping up the last few days! Procedural destruction in HighOmega v3.0: youtube.com/watch?v=ZoeeFxa8Tk ... there is NO debris baking and geometry is tessellated on the spot. Details to appear soon on reddit! πŸ™‚ . By the way, do we have here too? πŸ€”

The newest Graphics Programming Weekly by Jendrik Illner is out!
jendrikillner.com/post/graphic ... and I'm pretty damn proud of making the cut! πŸ˜€

Make sure to also check this video out: youtube.com/watch?v=dcK70-ynDB ... it kinda explains all the hard work πŸ™‚

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