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Random "work in progress" shots

category: general [glöplog]
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When Silence Dims The Stars Above - Breakdown Reel

Awesome! Thanks for this.
added on the 2018-05-27 21:54:43 by numtek numtek
Thanks zoom, very inspiring!
added on the 2018-05-28 02:05:16 by movAX13h movAX13h
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unused / test char art for NEOTOKYO
added on the 2018-05-29 19:36:02 by visy visy
The lighthouse is really nice
added on the 2018-05-29 19:43:36 by p01 p01
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added on the 2018-06-04 22:13:40 by rudi rudi
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added on the 2018-06-06 06:53:08 by Minus256 Minus256
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added on the 2018-06-06 07:26:27 by g0blinish g0blinish
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old fx i rework on

fake offsetmapper (only this chessboard is alowed)
added on the 2018-06-07 22:25:37 by gloky gloky
This is a video I made of this intro I wrote for the ohio linux fest's reg desk some years ago. I wrote it on a jetson tk1 dev board. Unfortunately I broke my board a few years later. It's two fragment shaders mixed with a tux vbo and some scrolling text in textures.

https://www.youtube.com/watch?v=7v2idws3Usg
added on the 2018-06-08 03:32:45 by sigflup sigflup
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added on the 2018-06-11 00:53:15 by numtek numtek
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added on the 2018-06-16 11:01:19 by mikron mikron
Porting Eye of the Beholder to c64: https://youtu.be/dvWrimZUk40
added on the 2018-06-16 13:13:38 by JackAsser JackAsser
added on the 2018-06-16 13:14:34 by JackAsser JackAsser
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added on the 2018-06-16 14:02:35 by El Topo El Topo
The C=64-Beholder looks awesome already! :)
But how comes the video looks like you are moving the arrow with a mouse? Do you use a mouse with your C=64?
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The C=64-Beholder looks awesome already! :)
But how comes the video looks like you are moving the arrow with a mouse? Do you use a mouse with your C=64?
Thanks. Yes, a Commodore 1351 mouse.
added on the 2018-06-17 10:02:40 by JackAsser JackAsser
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added on the 2018-06-17 11:09:58 by skarab skarab
cloud scene from wander: https://www.behance.net/gallery/66923837/Wander-Clouds
added on the 2018-06-18 22:27:24 by smash smash
Smash: very nice! Is the cloud rendering in Alive Here Now, Forever based on the same algorithm (obviously not Notch-based)?
added on the 2018-06-19 23:13:44 by Seven Seven
If only smash could answer that. Fizzer coded that one.
added on the 2018-06-20 15:12:50 by porocyon porocyon
they're pretty different. fizzer can describe how his works in more detail, but the one in wander uses deep shadow maps for the lighting.
for the actual volume raymarch i used a system of spans: do a rough march at reduced resolution along the ray and find regions where the ray crosses in/out of the cloud, and store an array of spans for the ranges where it entered to where it exited. then refine those areas in terms of resolution and steps. this allows the spans to be processed efficiently across wavefronts and load balance - much better than the obvious, slow and stupid way of just "marching the ray, accumulating all the points inside the volume". the deep shadow map is generated using the same scheme.
added on the 2018-06-20 15:20:22 by smash smash
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Metaballs on an FPGA Artix 7, programmed in Verilog with some fixed point math. Tiling is a problem though. VGA signal isn't timed quite right.
added on the 2018-06-22 20:37:04 by oni_ oni_

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