Programming SDF animations of Rick and Morty
11–20 of 42 posts
Both the work done here and the quality of explanation, as well as the thoughtful challenges to the reader, are top notch. Thank you for sharing.
Re: Programming SDF animations of Rick and Morty
#12Too happy for me, more like Rick from Dimension J19 Zeta 7...
Re: Programming SDF animations of Rick and Morty
#13He's shader riiiiiick!
Re: Programming SDF animations of Rick and Morty
#14Really nice work and great post. Just to add, if you want smooth anti-aliased edges without the second super-sampling pass, you can use standard derivatives in your SDFs. Basically, replacing your step functions with 'aastep', e.g. https://github.com/glslify/glsl-aastep
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Re: Programming SDF animations of Rick and Morty
#15Does anyone know if the portal animation from Balatro is done in the same way?
Re: Programming SDF animations of Rick and Morty
#16He's shader riiiiiick!
Pixel Riiick! Turned myself into a pixel Morty!
Re: Programming SDF animations of Rick and Morty
#17Does anyone know if the portal animation from Balatro is done in the same way?
I think the Balatro background is a shader but the technique and effect it gives are different - this one has a static "ring" that shrinks as it moves inward to the horizon, the Balatro one has a fluid motion to it.
The Balatro background reminds me (intentionally, I suspect) of demoscene effects, I love it
Re: Programming SDF animations of Rick and Morty
#18Maybe with Processing would be a bit easier...
Re: Programming SDF animations of Rick and Morty
#19Does anyone know if the portal animation from Balatro is done in the same way?
If you have the game, you can unzip it and look at the code.
Re: Programming SDF animations of Rick and Morty
#20What tool is used for embedded code? It’s really nice! I like the folding of non focused snippets