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 🌟
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
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:
I’ve been having a bit of a play around with my Agon Light, trying to come up with some ideas for a future video. I’ve discovered it has quite a nice 320×240 64 colour video mode that has just enough pixels to be interesting.
Here’s a little thing I managed to create.
TIt started off as a little discussion with ChatGPT and ended with a Python and PyGame program that drew one spinning shape in the middle of the screen. I’m finding ChatGPT is quite good for coming up with code that I would have otherwise spent hours trying to figure out.
The code isn’t the most efficient, I’m using floating point maths all over the place – on a device with an eZ80 CPU that doesn’t have an FPU. Writing this to use fixed point maths is an exercise for future me.
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? 🙂