At the last? @TRSACPARTY we released an 8kb intro Acid Box, which ended up 2nd in the combined demo compo https://t.co/0EDD6XEnma
https://t.co/lw5B9Q4MYY
Great to be back in the E-Werk after 3 years of online-only @revision_party
Our intro Voss got 3rd place in the PC 4kb intro compo
It is a compute shader generating loads of geometri affected by SDFs, while music is based on our semi-new "Jingler" synth
https://t.co/pLvJm0eMiJ
Looking for 4.5 minutes of ACID and LIGHTS to get through hump day? Look no further!
"Acid Glow" by Loonies and Logicoma, a demo in 4 kilobytes
Winner of the @TRSACPARTY 2022 pc intro competition
binaries, comments: https://t.co/rWGGfKtvz3
video: https://t.co/dJNymdAUuC
@P_Malin@JanRingos Yeah sorry, I have not really touched WGL for decade. Seems there is no easy way to do it - you could probably create a DXGI swapchain and take the GDI DC from its surface instead of from the window itself, but that becomes wordy...
@P_Malin@JanRingos Just do a maximized window and attach your 1080p window mode swapchain to that with the stretching scaling flag. Stretching won't preserve aspect on non-16:9 displays but apart from that much more compatible.
Bad Hair Day
A 3 kb procedural graphics entry for @revision_party 2022.
Modelled as a SDF and rendered by a large linestrip producing geometry shader and some simple post with SSAO. Inspired by @JanuszJurek_art.
https://t.co/QaK2Jk90DV
Our 8 kb intro Haunted, which won at @revision_party last week. Slightly improved visuals (and especially performance) compared to the compo version, though still not quite what I aimed for. Remember to watch in the dark :) https://t.co/VCKUwYKLGp https://t.co/AIOxKolWGH
@SebAaltonen@paniq@iquilezles Yeah, I'm cone tracing from the light to the first intersection from that side C and only save that, so in the fully lit case C=A and pixels will again only trace from 0 til A. Wonder what is best in general. You could of course also save both A,B,C, and only trace 0-A and B-C.
@SebAaltonen@paniq I did just that some years ago https://t.co/v8elDQ6U3U 1. coarse depth pass, 2. per pixel depth pass, 3. collecting the depths for the bs and doing the shadow cone trace (finding mask and maxvalue) plus a single sample to get ao mask, 4. per pixel shadow and shading pass.
@SebAaltonen@paniq@iquilezles penumbras will make the cones wider, cover more and with less chance of an inside hit. Btw if you have large penumbras the minimum shadow casting distance is likely also larger (ie surface akne), and if the BS is smaller than this, there is a chance of declaring tile fully lit.
@SebAaltonen@paniq when the fully inside thing hit me it was kind of a heureka! moment to be able to get the BS in 1 pass instead of 3. I think most tiles on screen got quite small BS so the relative size shouldn't matter too much, however on steep surface angles the difference may be considerable