Random "work in progress" shots
category: general [glöplog]
hardy nice!!
My Shadertool got pretty messy by now, haha...here a zoom-out:
@hardy : your shader editor looks really nice^^ a public version is planned? :)
It´s not mine!
You can get it on Steam here
Be warned though:
I bought it when it was still alpha and they promised a lot, like DirectX9, intellisense and a better text-editor at all, but at some point they called it "FINAL" but the text-editor is still bullshit!
i.e if you have a line like this:
and copy the whole line including the linebreak (via shift+cursorDown or mouse) and want to paste that line 3 times under each other this will happen:
and if you manually enter new linebreaks after each semicolon it will re-add the missing TABs (which are still just SPACEs, so if you use TAB it inserts just 2 spaces, which are handled like spaces furtheron aswell, when deleting or trying to navigate via cursor-keys f.e.) but twice:
So the Editor sucks, maybe they will rework it at some point of time, but i guess they are too busy with their other project on steam, forgot its name right now! ;)
Never tested if you can edit in an external text-editor, though! (reload file on external changes!)
Sadly the DirectX9-feature was cancelled aswell i guess, i still do all my intros in DX9 but have to prototype in DX10/11 ...this led to problems when porting back to DX9, which is why i released my Evoke2015-Intro "Evoke our Function" at Function, as i couldn´t fix all problems in time. Also my Revision2015-Winner-8k was finished 2 mins after the compo had begun already and was very unfinished thanks to having to fix my shaders for DX9...also there´s a lot of black pixels to be seen, as i ran out of temp-registers in ShaderModel 3.0 because of having coded it all in SM5.0, so i had to fuck up my Refraction-code ;)
Also feedback-effects can´t be done with it, sadly!
On the other hand it has some very nice features like zooming everywhere (yes, also in the text-editor), procedural texture-generation and even OculusRift-support! Imagine prototyping your shaders in 3D! :)
You can copy-paste code from IQs Shadertoy.com and it will work without changes! (They claim! Never tried myself, as i still try to come up with own stuff and don´t want any ripped code at all, i don´t even visit shadertoy normally, as i could accidentally grasp some lines of code! Also i´m still on directX as said!)
I´ll keep using this nice toy for sure! ;)
And here´s a nice overview of ShaderTool on Youtube
You can get it on Steam here
Be warned though:
I bought it when it was still alpha and they promised a lot, like DirectX9, intellisense and a better text-editor at all, but at some point they called it "FINAL" but the text-editor is still bullshit!
i.e if you have a line like this:
Code:
bool textEditorSucks = true;
and copy the whole line including the linebreak (via shift+cursorDown or mouse) and want to paste that line 3 times under each other this will happen:
Code:
bool textEditorSucks = true;bool textEditorSucks = true;bool textEditorSucks = true;
and if you manually enter new linebreaks after each semicolon it will re-add the missing TABs (which are still just SPACEs, so if you use TAB it inserts just 2 spaces, which are handled like spaces furtheron aswell, when deleting or trying to navigate via cursor-keys f.e.) but twice:
Code:
bool textEditorSucks = true;
bool textEditorSucks = true;
bool textEditorSucks = true;
So the Editor sucks, maybe they will rework it at some point of time, but i guess they are too busy with their other project on steam, forgot its name right now! ;)
Never tested if you can edit in an external text-editor, though! (reload file on external changes!)
Sadly the DirectX9-feature was cancelled aswell i guess, i still do all my intros in DX9 but have to prototype in DX10/11 ...this led to problems when porting back to DX9, which is why i released my Evoke2015-Intro "Evoke our Function" at Function, as i couldn´t fix all problems in time. Also my Revision2015-Winner-8k was finished 2 mins after the compo had begun already and was very unfinished thanks to having to fix my shaders for DX9...also there´s a lot of black pixels to be seen, as i ran out of temp-registers in ShaderModel 3.0 because of having coded it all in SM5.0, so i had to fuck up my Refraction-code ;)
Also feedback-effects can´t be done with it, sadly!
On the other hand it has some very nice features like zooming everywhere (yes, also in the text-editor), procedural texture-generation and even OculusRift-support! Imagine prototyping your shaders in 3D! :)
You can copy-paste code from IQs Shadertoy.com and it will work without changes! (They claim! Never tried myself, as i still try to come up with own stuff and don´t want any ripped code at all, i don´t even visit shadertoy normally, as i could accidentally grasp some lines of code! Also i´m still on directX as said!)
I´ll keep using this nice toy for sure! ;)
And here´s a nice overview of ShaderTool on Youtube
Maali what's left of it. Basicly it's just the UI, we got the sources 10+years ago from Memon and I like the timeline editor. All the core components are redone multiple times by Xwd.
Latest "Paja" demo is coming out tomorrow ;)
I try to get my first entry ever ready for Revision.
:)
HellMood: that looks nice!
Must be super nice in motion, and judging from Elias' tweets about WebAudio vs WAVE PCM, I suppose there is some sound too.
Tough competition is getting tougher.
Tough competition is getting tougher.
Yes, we tried to save bytes on switching a modified Particle Party synth to PCM but suprisingly WebAudio came out on top by a small margin. Looking forward to your entry as well =)
props to Shawn for his first entry :D
@shawn: The rendering looks interesting, just careful with the colors :p
Pastel coder color is still coder colors.
Pastel coder color is still coder colors.
god bless pastel coder colors!
Alright, add the clouds from Above to those cubes and you'll get a winner demo.
Igor: very promising looking, but please don't use gaussian to blur your DOF, it's fast but physically VERY incorrect and (in my opinion anyway) looks quite bad. There are certain other perfectly separable kernels that are much more fitting for "bokeh" ;)
but they still cause severe aliasing with small, bright lights and lose all information on occluded geometry ;_; it's all horrible man
Behold! The ONE! effect.