May I present:
The Rectangle!
May I present:
The Rectangle!
Undefined terrain (2010)
Early research sketches for an experimental, mapping/GIS-inspired UI prototype. The idea was to place different content pieces on an initially empty flat surface and then use traffic/access patterns to erode the space around each item, slowly forming a 2.5D terrain of valleys/canyons visualizing/revealing navigational usage patterns and creating a vast navigable space. My initial prototype (shown here) was for the terrain to be constructed from a pre-rendered set of isometric tiles with pre-baked ambient occlusion shadow maps (for which I wrote a custom AO renderer in Java). The thousands of tiles were loaded as a single PNG sprite sheet for in-browser canvas drawing (this was before WebGL)... Terrain erosion simulation was done dynamically via my toxiclibs simutils library (which I partially ported to JavaScript)...
(Later on I built a cloud-based tool to create better simulations, use #Sunflow with custom extensions to pre-render daily super high-resolution maps, slice results into thousands of map tiles/zoom levels and then use Google Maps API with a custom map layer to create the UI. Sadly the entire project was cancelled just before launch...
What are you doing on Saturayday?
https://www.youtube.com/watch?v=XPEok9Gad1U
#rendering #raytracing #renderer
You can now buy our Avoyd voxel editor and renderer tool directly from our independent store:
https://www.enkisoftware.com/products
We use Paddle for payments. We've also reworked the page to clarify the differences between the FREE and PAID options. All feedback is welcome
A few days ago I noticed someone posting about their system with 2x256 Thread CPUs, & this reminded me I needed to update Avoyd to support >256 threads.
The change here was to remove the hardcoded limit in the in-built profiler, a modified version of MicroProfile https://github.com/dougbinks/microprofile by @morfar
Avoyd ships with the profiler because in addition to preferring to ship what we test, the profiler markers are used as part of our crash report.
Learn to integrate custom 3D renderers with Qt at the KDAB Training Day (8 May). This course explores Qt's #graphics stack, shows how to work with Vulkan-based renderers, introduces KDGpu for easier #Vulkan handling, and more. Early bird tickets available on https://training.kdab.com/ktd25/ #QtDev #3D #Renderer
It's Creator Day on itch.io today!
Buy #Avoyd voxel editor and renderer and try out the beta to path trace your largest heightmaps and Minecraft worlds
Bug under the lamp is having his free time
Three dimensional scene for today based on bug. My friend. Which is sitting under the lamp and he is bask under the lamp. Today, it is autumn and it is getting colder. And bug is sitting under the lamp and bask. And it is good and warm for him there.
Peek preview -- Island on Wayland
Pixi JS
The HTML5 Creation Engine
Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
#javascript #game #webgl #canvas #rendering #glsl #datavisualization #renderer #pixijs #pixi #canvas2d #renderingengine #rendering2dgraphics
Working on a table layout for Materials in #Avoyd It should enable sorting. Also showing the Minecraft biomes in the screenshot.
When we import a Minecraft map into Avoyd, each Minecraft block is converted to a voxel with a single material assigned.
Who says you can't view images in the terminal? With this TUI, you can!
md-tui: Markdown renderer in the terminal.
Written in Rust & built with @ratatui_rs
In the 2000s, I used to give lectures in working with 3ds Max and the V-Ray renderer. My students were mostly architectural visualizers.
Here I'm giving a 3ds Max + V-Ray workshop at the Dutch EUE 3D event, in a cool old bunker.
I noticed that the sprite positioning of my custom #raycasting #renderer was not working correct (see first video). The sprites were slightly moving when the camera was moving and the angle changed.
Fortunately, I was able to fix this, but it caused be some headache and vector geometry functions to fix this.
#gamedev #retro3d
New renderers for GTK, https://blog.gtk.org/2024/01/28/new-renderers-for-gtk/.
New capabilities: antialiasing, fractional scaling, arbitrary gradients, dmabufs…
> The unified renderer implementation is less optimized than the old GL renderer, and has been written with a focus on correctness and maintainability.
> All of the GPU-based renderers are more than fast enough to render todays GTK apps at 60 or 144 fps.
Some more screenshots of the LCOM desktop app in action...
Passively participating in #Genuary2024 — Day 8 Chaotic System. In 2012/13 I designed an award-winning audioreactive brand identity system for Leeds College Of Music based on the DeJong strange attractor with tens and hundreds of millions of particles per frame. This massive almost 1 year project consisted of a Mac/PC desktop app (written in Clojure, OpenCL & OpenGL) for exploring the attractor, creating presets and scheduling render jobs for super hi-res print assets (which would take a hours to render and were the biggest image sizes I _ever_ had to deal with, up to 3x3 meters @ 150 dpi). I also had to develop an entire AWS based ad-hoc render farm and asset & user management system for the school to generate personalized video assets, allowing each student to upload their own music, handle audio FFT analysis and beat detection/mapping (all in Clojure) and to create individual sound-responsive clips for their in-school digital signage system and for sharing on social media... Most key aspects were handled via various old thi.ng libraries (e.g. https://thi.ng/simplecl for OpenCL interop). The server app also handled transcoding to dozens of video formats (via ffmpeg) and semi-automatic provisioning of EC2 machines for render/transcoding jobs...
An example video is below (music: Heyoka, Blue Towel)