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109. Branching error
9 months ago
108. Branching error
9 months ago
107. Branching
9 months ago
106. Branching growth
9 months ago
105. Clock study.
10 months ago
103. Organizing
11 months ago
97. Audio-generated landscape 2
1 year ago
95. Compression Waves
1 year ago
94. Compression Waves
1 year ago
93. Compression waves
1 year ago
92. Connections
1 year ago
91. Collisions
1 year ago
89. System, pt. 3
1 year ago
88. System, pt. 2
1 year ago
87. System
1 year ago
86. Ring
1 year ago
85. Squeeze
1 year ago
84. Orbital Rotation
1 year ago
Made with Processing. Audio by Akufen ("Even White Horizons" from the album My Way).

Pretty much the same as the last video (actually, maybe even worse because I took out the water planes until I can optimize them properly) but finally wrangled it into using Vertex Buffer Objects for all the geometry. I runs much smoother now. Also implemented a couple basic shaders. The vertex shader introduces sine waves to make the whole scene undulate (why? who knows...). The fragment shader augments the color and introduces some minor lighting effects.

The cylinder mode is gone for now but not abandoned. Im going to see if I can use a shader to push it into interesting forms instead of forcing it manually.

Read about it here.
flight404.com/blog/?p=143

Credits

24 Likes

  • Nicola Di Marco 1 year ago
    i'm impressed
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  • alexis worrall 1 year ago
    reminds me of the old joy division cover
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  • Kumbahya 1 year ago
    Good stuff ... I do like the blue/green/brown landscape
    better tho ... the red isn't as "expressive" ... but what
    do I know? lol :)
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  • toneburst plus 1 year ago
    Very nice. You mentioned a basic lighting shader- just wondering how/if you generated normals for this.

    Keep up the inspiring work!

    a|x
    machinesdontcare.wordpress.com
  • flight404 plus 1 year ago
    I slammed the normals into the VBO. I haven't figured out how to adjust the normals based on what the vertex shader is doing, however.
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  • toneburst plus 1 year ago
    Ah, OK. I did some work on meshes distorted by images a while back, but never really worked out how to satisfactorily create normals, though I did manage to do something that nearly worked using a sobel filter normalmap.
    machinesdontcare.wordpress.com/2008/05/22/radial-vdm-sobel-normalmap/

    a|x
  •  
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