Simulation of a Kerr Black Hole in WebGPU.
Created using raymarching, the ray paths are distorted the closer they get to the black hole.
Watch live here:
https://absulit.github.io/points/examples/index.html#bh1
Simulation of a Kerr Black Hole in WebGPU.
Created using raymarching, the ray paths are distorted the closer they get to the black hole.
Watch live here:
https://absulit.github.io/points/examples/index.html#bh1
This is a 3-D maze with just under 4 million cells that wraps in all 3 dimensions. It is 24 layers thick with each layer offset a half cell from the next so each cell contacts 12 others.
The paths are colored white with the transparency based on their length from the origin following a saw-tooth raised to a power and phase-shifted over time.
#AlgorithmicArt #CreativeCoding #maze
#Processing #glsl #shaders
Hi everyone! This time I’d like to show how a 2D shader can be used in a 3D scene, which can have plenty of applications in 3D games. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=z2vUxWdZR5A
Jump into the fractal
Hi everybody. I think there's one more topic I haven't touched on yet, which also belongs in our series on raymarching technology. It's about creating arbitrary shapes using planes with various positions and rotations. So let's take a look at how we can compute the rendering of the so-called Platonic solids. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=xRMrwlOGfYE
I finally posted my pixel art planet shader on #GodotShaders
If you're looking for a cheap way to break texture repetition (and keep the texture seamless), I got something for you
#godotengine #shaders
Hi everybody. It's still summer 2025, and to take a short break from further improvements to our raymarching shader, this time we'll create something really simple. We'll use the Voronoi algorithm, which we know from several previous tutorials, but we'll map it onto a sphere, so we’ll end up with something like a slightly strange planet or a dead star. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=Y34a4qQA0Ps
Shader jam tomorrow night, with some liquid DnB from our friend mintimperial. Come and join us for #glsl #shaders #livecoding with the #demoscene! 20:00 BST Monday, https://twitch.tv/FieldFxDemo!
Made this oldschool scroller on the partyspot for my kid’s group table.
#assembly2025 #partycoding #webgl #shaders #javascript #demoscene
Nice family thing. Coded a logo for kid’s group. (They don’t know how to do js/webgl yet)
#assembly25 #demoscene #scrollers #dypp #javascript #html #webgl #shaders
A round hole in a square peg
Interesting paper:
HPG 2025: No More Shading Languages: Compiling C++ to Vulkan Shaders
https://graphics.cg.uni-saarland.de/papers/devillers-2025-hpg-vcc.pdf
I'd love to be able to write kernels I can use on both the CPU and GPU, so this sounds interesting.
Hi everyone! As I mentioned in the previous video, it’s currently July 2025, and during this holiday period, I don’t have as much time for complex tutorials, so instead, I’ll go with slightly simpler topics. Today’s video will be dedicated to polar coordinates, and in the end, it might even result in a pretty useful effect. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=pnY5CsrofGA
If anyone's interested here's the source code for this, view at your own risk ;)
https://codeberg.org/McSpider/computekelp
#godot #gamedev #shaders
Update on my tiny 3D software renderer:
Per-mesh transform support
Per-mesh vertex-based lighting
Hi everybody. We can take a look at the next episode — the seventh one already — of our series about raymarching technology, which we use for modeling 3D scenes in 2D shaders. This time, we’ll focus on a simple algorithm that allows us to repeat the display of an object infinitely, without the need to write any complex code. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=8Hqi-eZlGC4