@CiroContns@_kzr It's a cool experiment, Chat-GPT has been a helpful tool for me lately.
He posted the shader experiment on the Unity Japan channel first iirc.
@OKatBest had a similar experiment a while back:
https://t.co/UCQda9yBqd
AI-generated game code 🤯
All you need to do is describe what you want and GPT-3 will try to write it down as a Unity c# script.
#gamedev#madewithunity#gpt3#deeplearning
Lately I've been working on creating a consolidated github repo for all my shader snippets so I can easily import everything into new projects...
which means I finally revisited all the various SDF/shape functions I've been collecting: like @patriciogv's https://t.co/wSkloE9oHL
@jwtstone It seems similar to your approach in some aspects but doesn’t seem to use data structures for each individual stroke. I was curious about your thoughts on this paper.
@jwtstone Have you read this paper?
They determine stroke placement and orientation using normal vectors and principal curvature direction (stored in a frame buffer).
They partition the image using direction fields and use a low-pass filter and line integration.
https://t.co/BSfez6X10h
@DMeville I remember feeling like people were being nit-picky about some things in recent pkmn games but many animations are substantially worse than most indie games. It just isn’t a priority for them 😰🤷♂️
My Unity shader book is OUT NOW! It's a 700 page chonk covering all render pipelines, HLSL shader code, Shader Graph, maths, textures, depth, transparency, lighting and shadows, post processing, compute, tessellation, and so much more! Check it out with the links below! ⬇
@FreyaHolmer I understand if this isn’t worth investigating, I can imagine it’ll create a lot of headaches. I figured if anyone could create advanced spline mesh generation that would work well for moving particle systems, it would be you
@FreyaHolmer Unity treats each mesh trail as a chain of connected quad particles.
The trails are often jagged even if you use a Bézier curve node to manually interpolate between oldPosition, position, and targetPosition.