Ryan Christensen retweeted
for(float e,i,a,w,x,g,h;i++<90.;o+=.01-.02/exp(max(s,e)*3e3)/h){vec3 p=vec3((FC.xy-.5*r)/r.y*g+2.,g);p.zy*=rotate2D(.5);e=p.y;h=e+p.x*.3;p.z+=t;for(a=.6;a>.001;a*=.7)p.xz*=rotate2D(5.),x=(p.x+p.z)/a+t+t,e-=w=exp(sin(x)-3.)*a,h+=abs(dot(sin(p.xz/a*.3)*a,r/r));g+=e=min(e,h*.5-1.);}
Ryan Christensen retweeted
Eclipse, 336 chars #つぶやきGLSL
for (O *= i; i++ < 60.; O += pow(.0024/(abs(length(u*r-cos(t*.5+i*.009)*sin(i+t)*vec2(cos(i+i*sin(t*.5)*.01+t),sin(i+t)))-1.)+.02+smoothstep(1.,1.5,l)*abs(cos(t*.5)))*(1.+cos(i*.35+l*8.+vec4(0,1,2,0))),O-O+1.1));
Ryan Christensen retweeted
Merry Xmas in 388 chars! #つぶやきGLSL
for (O*=i;i++<8.;O+=.004/abs(sin(length(u=fract((U-vec2(0,1))*r(-t*.05)*(1.5+i*.1))-.5)*exp(length(u)*1.5-l)*7.+sin(t)*.05)/8.-.3*s*.6+U.x+1.4+sin(U.y*13.+3.)*.1-2.*s+2.2)))*(1.+cos(i*.5+l*5.-t*4.+vec4(0,1,2,0))));
shadertoy.com/view/4fs3WS
Ryan Christensen retweeted
$=[],t=0,draw=_=>{t++||createCanvas(540,540);background(0,9);$=[...$.slice(-5e3),...[...'#つぶやきProcessing'].map(p5.Vector.random3D)];$.map(v=>stroke(255,96).point((v.x+=sin((r=9*((v.x*(k=v.x+5+v.y)^v.y*k+t/90)&7)-.1
)*v.y)/119)*119+270,(v.y+=cos(v.x*r)/119)*119+270))}
Ryan Christensen retweeted
Akari - Our 2D light tracing experiment just goes live!! It comes with a few mini light demos for you to explore!! Light must go on!! ✨🌈
↳ akari.lusion.co/
#threejs #webgl
Ryan Christensen retweeted
Lit. Simple. Fast. Web Components. Get Started. #webdev #standard #webcomponents #js #ts #minimal #futureproof
lit.dev/docs/v3/tools/starte…
Ryan Christensen retweeted
for(float i,g,k,e,s,q;i++<1e2;o+=.01/exp(q*i)){vec3 p=vec3((FC.xy-r*.5)/r.y*g,g-4.);p.zy*=rotate2D(cos(k=t*.3));p=vec3(log(q=s=length(p))-k,p.y/s,atan(p.x,p.z)+k)/PI*9.;k=p.y--;for(int j;j++<9;p/=e)p-=sign(p=mod(++p,2.)-1.)*.02*k*k*log(8./s),q*=e=dot(p,p);g+=q*.05;}
#つぶやきGLSL
Ryan Christensen retweeted
Some updates on the Adobe Firefly Beta:
* Super high demand / response
* Adding 10's of thousands daily
* Everyone who has applied should expect to get in over coming weeks
* Community Live stream tomorrow (maybe a sneak or two)
* In person events
blog.adobe.com/en/publish/20…
Ryan Christensen retweeted
After 16 months of work I'm ready to share slowroads.io, my project to procedurally generate scenic landscapes, packaged as a chill driving game. Built with @threejs to run in your browser - no logins, no installs, just roads...
#threejs #procedural #webgl
Ryan Christensen retweeted
"Voyage through Time"
is my first artpiece using #stablediffusion and I am blown away with the possibilities...
We're crossing a threshold where generative AI is no longer just about novel aesthetics, but evolving into an amazing tool to build powerful, human-centered narratives
Ryan Christensen retweeted
Teaser of what's coming next, customizable procedural buildings, mixing modeling and geometry nodes. :)🏠#b3d #geometrynodes
Ryan Christensen retweeted
float i,s,e;for(vec3 p,q,d=vec3((FC.xy-.5*r)/r.y,-1);i++<1e2;e=length(p)/s){p=q+=i<50.?d*e:p-p+1e-4+e;p.z+=7.;o+=sqrt(e)/70.;p.xz*=rotate2D(t/8.);p=vec3(log(s=length(p)),atan(p.y,p.x),sin(t/4.+p.z/s));s=1.;for(int j;j++<6;)s*=e=PI/min(dot(p,p),.8),p=abs(p)*e-3.,p.y-=round(p.y);}
Ryan Christensen retweeted
3D experiments. This one's silent since it's a test render from unfinished stuff.
Ryan Christensen retweeted
The resulting AR object occlusion is equally impressive and really sells the illusion.
#augmentedreality #ar #indiedev #gamedev #lightship
Ryan Christensen retweeted
Hi #PitchYaGame! We're Robot Turtle, a UK team with global collaborators! 🥰
Viewfinder is a mind-bending 1st person adventure game in which you can bring pictures to life and step into other worlds.
Use your instant camera to reshape the world and uncover its mysteries!
Ryan Christensen retweeted
It’s been ten years since I pushed the first release of D3.js to GitHub. Have I learned anything? I hope so… but it’s a journey. observablehq.com/@mbostock/1…
Ryan Christensen retweeted
Upcoming Godot Engine 4.0 gets high-quality real-time Global Illumination support via novel SDFGI (no raytracing required).
godotengine.org/article/godo…

















