kandid, to Java
@kandid@chaos.social avatar

One more experiment blending two images with the movement of simple animated shapes. Combining the layers is done with #Java, #Clojure and #OpenGL blend equations.

Illustration of this flowers by Joseph Constantine Stadler (1780–1812).

A combination of flowers, circles and rectangles. In false colors. And some Clojure source code describing this effects.

ramin_hal9001, to opengl
@ramin_hal9001@emacs.ch avatar

Question:

Does anyone know of an APL compiler or transpiler that can generated Vulkan or OpenGL shader scripts? (Free/libre would be most appreciated.) I think Aaron Hsu might have engineered something like this at some point, but I can't find anything about it at all right now, probably thanks to our amazing new "AI-enhanced" search engines.

dec_hl, to VintageOSes
@dec_hl@mastodon.social avatar

I might have found yet another project I wanna work on.
IMHO it is doable and would involve porting a well known game to #MSDOS with #OpenGL #3dfx #Voodoo support.
I have no idea where I can find the time and energy to do it, but it just went on my list...

wjarosz, to GraphicsProgramming

#GPU / #GameDev folks, I need some advice:

I need to display 32-bit/channel floating point images. For various reasons (there are many channels, think multi-spectral images), it is more convenient for me to group the data on the CPU by channel planes.

Before doing multispectral, I was uploading 32-bit floating RGBA textures. Would it be a horrible idea (performance wise) to instead upload each channel as a single-channel 32-bit float texture (GL_RED/MTLPixelFormatR32Float) and then sample from whichever channel textures I want and reassemble to visualize color within my fragment shader?

I figured that for 8-bit/channel images there would be a big benefit to uploading/storing as RGBA (vs. 4 separate single-channel textures) since it’s 32 bits per pixel total; but with each floating point channel already being 32 bpp, perhaps this isn’t as much a concern in my case?

In case it matters, my target platforms as #OpenGL, #WebGL, and #Metal.

Thanks!

natenom, to neovim German

Der #TerminalEmulator #CoolRetroTerm ist richtig schön :)

Wie früher mit den Monitoren, wo alles gewackelt hat, schie und krumm war. Nur piepst der nicht.

Man kann sehr viel einstellen.

Hier z. B. #NeoVim mit #LazyVim in einem #Tmus innerhalb des lustigen Monitors.

#Linux #Terminal

Und das alles in #OpenGL

Sogar die Reflektion vom Bildschirminhalt kann man am Monitorrahmen sehen :)

#nvim

Linux, to linux
@Linux@linuxrocks.online avatar

:os_apple: Macbooks are being FREED from the clutches of Apple for Linux ✅ :linux:

CPU & other vital parts are already flying colors - what about Apple Silicon graphics device department?

◉OpenGL ES 3.1 now works with Mesa code
◉Geometry shaders as part of OpenGL 3.2 / GLES 3.2 coming nicely
◉Steam on VMs with DRM native contexts: Valve's legendary game "Portal" runs in 60 FPS
◉Battery life is now ~15 hours in desktop use

https://asahilinux.org/2024/01/fedora-asahi-new

#Asahi #Linux #Apple #Macbook #OpenGL

guntha, to ethelcain French
@guntha@mastodon.gamedev.place avatar
guntha, to ethelcain French
@guntha@mastodon.gamedev.place avatar
guntha, to ethelcain French
@guntha@mastodon.gamedev.place avatar
guntha, to ethelcain French
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toxi, to genart
@toxi@mastodon.thi.ng avatar

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)

#GenerativeArt #Vintage #StrangeAttractor #Particles #AudioResponsive #AudioVisualization #Clojure #OpenCL #OpenGL #Branding #BrandIdentity #Renderer #LCOM

1 minute long audio-responsive generative animation of two strange attractor particle systems mapped onto a sphere with various special effects like additive color blending, layering. At the end of the video the sphere zooms out and blends into a static "Leeds College of Music" end screen

toxi,
@toxi@mastodon.thi.ng avatar
guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
guntha, to ethelcain French
@guntha@mastodon.gamedev.place avatar
thekhronosgroup, to GraphicsProgramming
@thekhronosgroup@fosstodon.org avatar

LunarG is hiring!

Looking for a new challenge? Want to help drive the Vulkan API standard forward in the industry? LunarG is looking for talented 3D graphics software developers to help deliver world-class, 3D graphics solutions. LunarG creates and troubleshoots graphics drivers, developer tools, SDKs, and Vulkan and OpenXR ecosystem components for the game console, desktop, and mobile markets.

Learn more: https://www.khronos.org/jobs/detail/3d-graphics-software-engineer-at-lunarg-inc
#vulkan #opengl #openxr

guntha, to running French
@guntha@mastodon.gamedev.place avatar

Plisitol Jam Collection is still 50% off for a few more days on @itchio !

Among the included games: Cara Cara, a Kuru Kuru Kururin-like on a road that takes quite some skill to survive for a while!

https://youtu.be/jbP5VgIwkv8

froyok, to gamedev
@froyok@mastodon.gamedev.place avatar

It's December 31, I couldn't close this year without posting a new article on my website. ;)

I wanted to write a recap (and some additional thoughts) on all the work I did building my own game engine called "Ombre" over the past year: https://www.froyok.fr/blog/2023-12-ombre-dev-blog-1/

guntha, to ethelcain French
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guntha, to ethelcain French
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guntha, to ethelcain French
@guntha@mastodon.gamedev.place avatar
guntha, to opengl French
@guntha@mastodon.gamedev.place avatar

Plisitol Jam Collection is still 50% off!

Discover how a pair of gamedevs came up with original games for over ten years!

https://plisitol.itch.io/jam-collection

guntha, to ethelcain French
@guntha@mastodon.gamedev.place avatar
guntha, to ethelcain French
@guntha@mastodon.gamedev.place avatar
guntha, to random French
@guntha@mastodon.gamedev.place avatar

Plisitol Jam Collection is on sale right now!

For ten years we took part in game jams, put our heart to stick to their themes as much as possible, and came up with some quite original games!

For example, that's what "The end of the world" inspired us:
https://youtu.be/68m17mD0XRw

https://plisitol.itch.io/jam-collection

10 games, and more to come, for $4.50!

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar

Plisitol Jam Collection is on sale right now!

Discover how a pair of gamedevs evolved over ten years, at an even lower price!

https://plisitol.itch.io/jam-collection

10 games, and more to come, for $4.50!

A trailer for Plisitol Jam Collection, showing the collection's menu, and a glimpse of each game

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