If you're looking for a free, open-source alternative to the Font Awesome icon library you should check the MIT-licensed Phosphor icon library. Clean designs, over 7k icons 🤯
This is truly absurd and delightful. The "first human computed shader". You are assigned a pixel, given the equation, and need to show your handwritten manual calculation of its RGB value.
"405 different people have been computing pixels by hand for 4 days"
If you have ever worked with Deluxe Paint or heard about it, be sure to check out PyDPainter, a great and free resurrection of the legendary DPaint pixel editor.
Either way, if you (or someone you know) would like to get started with #graphics programming, the #AMD Game Engineering team is excited to share their top tips with you 🌟
Mograph.social is a space for the Motion Design community. VFX artists, 3D artists, animators, designers and coders with an interest in moving images are all welcome:
Graphics in many different video games have been getting more sophisticated, arguably approaching what's known as "photorealism" – indistinguishable from photos or videos of the real world. BBC News has more on how tech tricks are bringing video games to life. https://www.bbc.com/news/business-65532128 #Tech#VideoGames#Graphics
When I was a 16-bit game graphics creator, I got accustomed to thinking in multiples of 16, for sprite dimensions, game scenery patterns, image resolutions, RGB color values and more.
That became a lasting habit. Even now, long after using multiples of 16 was necessary, I'm still entering 16, 32, 48, 64, et cetera, when numerical input is required. Does anyone happen to recognize this? 🙂