pouët.net

Random "work in progress" shots

category: general [glöplog]
murlord: horror themed demo? :)
added on the 2014-03-24 09:13:09 by leGend leGend
It is for a demo, yeah, but I have been experimenting with OpenGL 4. And postprocessing. I want to do NTSC emulation down the track, too, with some CRT phosphor effects.

This will be my first OpenGL 4 prod. And from what I learnt so far, by god its a major difference to OGL of old. Feels so powerful yet most code had to be thrown away or drastically rewritten. For example, good ol GL_QUADS is now dead and you must use shaders for every single object.
added on the 2014-03-24 09:38:49 by mudlord mudlord
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More Werkkzeug for ya! This time, a fractal. It's pretty intensive tho, and also looks freakin' amazing in motion.
added on the 2014-03-24 22:34:05 by TomoAlien TomoAlien
that looks good. how you did? wz3? wz4? multitransmultiplyscatterotatorigin... huh? :)
added on the 2014-03-24 22:50:16 by yumeji yumeji
I did it with multitransmultiplyscatterotatorigin. All Werkkzeug1.
added on the 2014-03-24 23:01:57 by TomoAlien TomoAlien
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added on the 2014-03-25 21:39:03 by d0DgE d0DgE
I like this.
added on the 2014-03-25 21:46:17 by Preacher Preacher
me, too! handling 3D in 15 instructions.
about the comment: still 4 data-registers left! and not a single adress-register used! :)
hArDy:
This was after the fix of using just d0 and lots of memory fetches for the shown procedure.
Additionally, it's just a snippet of quite a procedure and this part is just angle adjustment during; be asured that almost all registers are employed ;D
added on the 2014-03-26 08:34:13 by d0DgE d0DgE
- during
added on the 2014-03-26 08:35:17 by d0DgE d0DgE
@hardy, here you go:

lea screen4_ax(pc),a0
movem.w (a0),d0-d2
...
...
.skip_az:
movem.w d0-d2,(a0)
added on the 2014-03-26 08:55:39 by Optima Optima
and if you want it even shorter, you can structure your screen4_ax like: dc.w ?,?,?,360 and skip the move.w #360,d3 by expanding the line above to movem.w (a0),d0-d3
added on the 2014-03-26 08:58:27 by Optima Optima
Corial, isn't that a little futile since now there's an extra load effective address before the move-multiple which would include the memory-fetch anyways ?
added on the 2014-03-26 09:10:47 by d0DgE d0DgE
oops ... I mean Optima of course, you're all wearing danish colours, for helvede ;D
And yes, I'll totally append the #360 to the ax/ay/az words and add it to the movem.
added on the 2014-03-26 09:16:02 by d0DgE d0DgE
Regarding size, you'll gain a little using the lea version. The movem.w d0-d2,screen4_ax is quite big. Regarding speed, I don't know. I haven't calculated cycle counts or looked into cache penalties.
added on the 2014-03-26 09:29:35 by Optima Optima
BANANA!
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added on the 2014-03-26 23:19:51 by BoyC BoyC
Good looking tool you got there! What is developed with?
added on the 2014-03-27 05:01:05 by TLM TLM
@BoyC: Nice font, but such a "demotool"ish interface xD
added on the 2014-03-27 05:04:23 by visy visy
TLM: bare bones c++ with dx11, no external code save for libpng
visy: yeah the material editor is a bit cluttered, the rest of the tool is a lot more artist friendly :D
added on the 2014-03-27 10:56:36 by BoyC BoyC
you need to hire Jony Ive to remove 95% of your interface ;)
added on the 2014-03-27 11:05:27 by havamal havamal
Selection
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added on the 2014-03-27 11:18:08 by u2 u2
- music pre-layout for level of excitement
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added on the 2014-03-27 11:36:01 by hornet hornet
Tuhkamaa
the winner of Instanssi 2014 was actually mostly made in Shadertoy. It took me a ~day to create all the effects.
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Here is the shadertoy source.

Raytracing project
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Here is a somewhat failed raytracing project of mine. I will probably release a polygon raytracer demo in the future but this for now.
Here is the shadertoy source
added on the 2014-03-31 02:02:41 by branch branch
pony? :O
added on the 2014-04-05 05:45:17 by mudlord mudlord

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