Age | Commit message (Collapse) | Author |
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Just a fun little swarm based loosely on 80s-era boids
It would be interesting to make stuff like the # of particles
and the weights runtime configurable, or exposed as knobs.
Using a Z-buffer for occlusions and perhaps shading by depth might
make a significant improvement on the visual quality. It might also
be interesting to draw the particles as lines connecting their current
position with their previous, instead as pixels. Or fat pixels like
stars...
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plato implements very simple software-rendered 3D models of
the five convex regular polyhedra / Platonic solids
Some TODO items:
- procedurally generate vertices at runtime
- add hidden surface removal setting (Z-buffer?)
- add flat shaded rendering setting
- add gouraud shading, maybe phong too?
- show dual polyhedra
This was more about slapping together a minimal 3D wireframe
software renderer than anything to do with polyhedra, convex
regular polyhedra just seemed like an excellent substrate since
they're so simple to model.
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--module=compose,layers=first:second:third:...
this draws the named modules in the order listed, overdrawing the
output of the previous layers in a cumulative fashion.
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Using the new puddle lib throw some raindrops on the framebuffer
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This commit adds a module that emulates a spirograph
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This is somewhat unfinished as it uses the generic tiled fragmenter
that's not interested in appearances but prioritizes total coverage
and simplicity.
Montage should have its own tiler that can produce non-square and even
non-uniform tile dimensions, prioritizing filling the screen with
mostly-uniform tiles.
But that's a TODO item, this is good enough for now and exercises some
fragment details previously irrelevant and often ignored/broken in
modules.
The pixbounce module in particular seems completely broken with small
fragment sizes.
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This maps a different Z-slice through the noise field to each color
channel. The slices are moved up and down through the field over
time, and the size of the area each color samples is tweaked a bit
to make them less coherent with the noise field cells.
It could be improved, but I think the output is already neat enough
to be worth sharing.
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I wanted to add some noise to the rtv module and figured why not
just add a snow module and make rtv pass through it briefly when
switching modules.
It's not interesting by itself, but as more composite/meta modules
like rtv get made it might be handy beyond rtv.
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This is sort of a meta renderer, as it simply renders other
modules in its prepare_frame() stage. They're still threaded
as the newly public rototiller_module_render() utilizes the
threading machinery, it just needs to be called from the serial
phase @ prepare_frame().
I'm pretty sure this module will leak memory every time it changes
modules, since the existing cleanup paths for the modules hasn't
needed to be thorough in the least. So that's something to fix
in a later commit, go through all the modules and make sure their
destroy_context() entrypoints actually cleans everything up.
See the source for some rtv-specific TODOs.
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This implements near verbatim the code found in the paper titled:
Real-Time Fluid Dynamics for Games
By Jos Stam
It sometimes has the filename GDC03.PDF, or Stam_fluids_GDC03.pdf
The density field is rendered using simple linear interpolation of
the samples, in a grayscale palette. No gamma correction is being
performed.
There are three configurable defines of interest:
VISCOSITY, DIFFUSION, and ROOT.
This module is only threaded in the drawing stage, so basically the
linear interpolation uses multiple cores. The simulation itself is
not threaded, the implementation from the paper made no such
considerations.
It would be nice to reimplement this in a threaded fashion with a
good generalized API, then move it into libs. Something where a unit
square can be sampled for interpolated densities would be nice.
Then extend it into 3 dimensions for volumetric effects...
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This module displays realtime battle for domination simulated
as 2D cellular automata.
This is just a test of the backend piece for a work-in-progress
multiplayer game idea. The visuals were kind of interesting to
watch so I figured may as well merge it as a module to share.
Enjoy!
PS: the results can vary a lot by tweaking the defines in submit.c
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This is unoptimized, with a palette slapped together in vim, but still
pretty neat!
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Restoring some organizational sanity since adopting autotools.
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