Frickin' shaders with frickin' laser beams
1–10 of 27 posts
Re: Frickin' shaders with frickin' laser beams
#2Re: Frickin' shaders with frickin' laser beams
#3Re: Frickin' shaders with frickin' laser beams
#4Re: Frickin' shaders with frickin' laser beams
#5The screenshots are from one of my favorite games called The Talos Principle. Curious, is the author of the site associated with it? That game is custom built, looks incredible even on cheaper hardware (e.g. it looked beautiful on my 2015 MBP when I first played it). Crazy stuff.
Shaders are one of those topics that you can easily get lost in. It was one of my more recent "you don't know what you don't know" topics. The idea that your code will run one time for each pixel on your screen, 60-144x a second (!), is mind-boggling. It's still hard for me to wrap my head around it sometimes and when I finally write something that compiles it feels like magic every time.
Re: Frickin' shaders with frickin' laser beams
#6The screenshots are from one of my favorite games called The Talos Principle. Curious, is the author of the site associated with it? That game is custom built, looks incredible even on cheaper hardware (e.g. it looked beautiful on my 2015 MBP when I first played it). Crazy stuff.
Croteam did wonders with that engine, truly a beautiful looking game inside and out. Shaders are one of those topics that you can easily get lost in. It was one of my more recent "you don't know what you don't know" topics. The idea that your code will run one time for each pixel on your screen, 60-144x a second (!), is mind-boggling. It's still hard for me to wrap my head around it sometimes and when I finally write…
Re: Frickin' shaders with frickin' laser beams
#7Whenever I try to learn WebGL (or similar technology) I give up after a while. In my head I imagine it as if the entire automotive industry was only aimed at F1 race cars, and people who want to do practical day-to-day things with cars only had F1 tech to work with, including the cost and complexity.
Re: Frickin' shaders with frickin' laser beams
#8The screenshots are from one of my favorite games called The Talos Principle. Curious, is the author of the site associated with it? That game is custom built, looks incredible even on cheaper hardware (e.g. it looked beautiful on my 2015 MBP when I first played it). Crazy stuff.
Re: Frickin' shaders with frickin' laser beams
#9The idea of writing shaders in something akin to Typescript sounds a bit like a dream.
Re: Frickin' shaders with frickin' laser beams
#10For toy apps, sure. For professional apps or games, abso-frickin-lutely not. Shader compilation jank is still an annoying issue in even recent games, and even having the ability_ to define arbitrary shaders at any point is such a huge footgun that I'd never let it past code review.