With per-instance non-destructive modifier stacks you could have many variations of a common shape, ideal for rocks, grass, foliage, etc.
23.10.2025 22:10 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0@ruben3d.bsky.social
Software developer. https://github.com/ruben3d
With per-instance non-destructive modifier stacks you could have many variations of a common shape, ideal for rocks, grass, foliage, etc.
23.10.2025 22:10 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Got some Day of the Tentacle vibes
16.10.2025 13:37 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Many years ago, implementing disk and sphere area lights in a raytracer, naively went for random polar coordinates for sampling the surfaces. That produced very noticeably artifacts due to higher density when rho was small. Wolfram got me covered with their disk and sphere point picking articles.
24.08.2025 20:22 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0You might still get some convincing volume effect easily if the view never gets close: from the grayscale noise, use simple parallax mapping for volume, and the screen space derivatives (dFdx or ddx) to get a normal for shading (that's how I got the shading out of a grayscale texture here:)
03.06.2025 20:09 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Seems like an ideal position to get into volumetric clouds
03.06.2025 14:50 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0This one has Townscaper vibes
07.05.2025 10:52 โ ๐ 17 ๐ 0 ๐ฌ 0 ๐ 0And this is the Github repo, so you can have a peek at the source code and some extra information in the FAQ: github.com/ruben3d/sand...
27.04.2025 15:38 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0You can experiment with the live demo here: ruben3d.github.io/sandbox-sdf/...
27.04.2025 15:38 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0I added support for rendering some shapes too, based on the excellent work by @iquilezles.bsky.social
27.04.2025 15:38 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0It can render text, generate a SDF texture out of it, and then apply real-time effects, fully customisable with a variety of parameters. The idea is to animate many of these as a result of user interaction.
27.04.2025 15:38 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0I have been working on a signed distance field texture renderer, to develop a better understanding of how it works for a personal project. Using #Typescript and #threejs, the source is available #opensource (links below)
27.04.2025 15:38 โ ๐ 5 ๐ 0 ๐ฌ 1 ๐ 0Have you thought of randomising the path vertex locations per vehicle, within a radius ? That way they might travel at different speed, but be able to pass each other without much actual AI as the paths won't overlap that much
25.04.2025 20:58 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Coming from you, I can't tell if that's a picture or a render anymore
10.04.2025 16:04 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0The printed version
09.03.2025 20:04 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Impressive results! I bet that a spectral renderer would have created chromatic aberrations too
01.12.2024 22:25 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Actually I used the cyan, magenta, white and black from the most commonly used CGA palette. There are another two variations, but not sure if it is worth adding even more permutations to the graphic modes.
24.11.2024 15:50 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Thanks! Setting something quick and dirty up is easy, but seeing it through to the release, full of content, is the really challenging part. My most sincere admiration goes to those like you that get it done.
23.11.2024 01:51 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Thanks, that's my base reference! Re progress: not much, family, work and other projects take a toll on how much time is left for this :(
18.11.2024 21:56 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 1Short video showcasing a bit of gameplay and switching day/night and graphic generations:
17.11.2024 23:24 โ ๐ 11 ๐ 2 ๐ฌ 0 ๐ 0First post! I'm a software engineer developing graphics-related #opensource projects on my spare time. Check my profile for the GitHub link!
My retroflightsim project, attempting to recreate the late 80s-early 90s flight sims using #Typescript and #Three.js: