More realtime vertex displacement. However small the animated values, for a true fluidity, shaders seem to be the only way. Back to shader work soon. [everyday 061317]
Weird artifacts that I kinda liked although they may spoil the calm of the scene. [everyday 06/12/17]
Was going for a more interesting thing and ran out of time. Happens w/#everydays. [everyday 06/09/17]
Volumetric light in blender. Low rez, high filesize, less than ideal – but volumetric light is always nifty. [everyday 6/7/17]
A rough-and-dirty implementation of object pooling, a technique very common in game dev and proc gen. First learned about it in a Unity context, since then found out it’s quite universal and for good measure. In this implementation you’re going down an endless grid with randomly generated object. The grid is infinitely generated ahead of you […]
Had a lovely time working on (CGAJam)[https://itch.io/jam/cga-jam] with friends. I did mainly art, no code, which is definitely a new thing for me. Had a great time. 4 colors are incredibly limiting and inspiring. I hope we finish it – fun mechanic and wonderful throwback art. [Repo here](https://github.com/swiftcoder/cgajam2017/blob/master/README.md).
Messing around with normal subtraction in constant raycasting, leads to fun result. Carve your icosphere at will! [everyday 060117]