Skip Navigation

InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)F
Posts
143
Comments
46
Joined
3 yr. ago

  • Thank you. 😎

  • 0.9.6 (2025-07-12): Added vo_sphere (scene and shader), ray_marching_10 (scene and shader), and sonar (scene and shader).

  • 0.9.5 (2025-07-08): Added ray_marching_8 (scene and shader) and ray_marching_9 (scene and shader).

  • 0.9.4 (2025-07-04): Added ray_marching_7 (scene and shader) and magic_portal (scene and shader). Updated polar_heart (shader).

  • 0.9.3 (2025-05-25): Added ray_marching_6 (scene, shader, and texture). Added voronoi_mosaic (scene and shader).

  • I see. Good idea.

  • I think Bevy uses WGSL that has a different syntax. But your friend can at least extract the algorithms and rewrite them. 😎

  • 0.9.2 (2025-05-21): Added print_number (scene and shader) and its usage in paper_burn (script and shader). Added ray_marching_5 (scene and shader).

  • This is what happens when a programmer tries to create some graphics. 😀

  • Thanks. 😎

  • Thank you!

  • You are welcome! Glad to help.

  • Thanks! The offset of UV coordinates works like refraction, localized to the corresponding cell of the defined grid. Without using a noise texture, such light refraction would be circular, similar to the magnifying glass effect. However, this approach creates slightly irregular shapes, which better simulate droplets on a window pane. If you reduce the drop_layer function to its absolute minimum, you should see the mentioned grid before the shaping and movement of the droplets.

    Like this:

     
        
    vec2 drop_layer(vec2 uv, float time) {
    	vec2 grid = vec2(grid_x, grid_y);
    	vec2 drop_uv = fract(uv * grid);
    	drop_uv = 2.0 * drop_uv - 1.0;
    	vec2 drop_size = drop_uv / grid;
    	return drop_size;
    }
    
    
      
  • Thanks! About a year ago, I was experimenting with decals, but I don’t remember if it led to anything. Maybe I’ll revive this subproject.

  • Yes, you are right. Fixed.

  • Assemble your objects from smaller, independent 3D meshes, which you can control separately after destroying an enemy. That's how I do it in my space shooter game.

  • Heh, thank you. 😎

  • Thanks!

  • Thanks!