Live data from Hacker News

Programming SDF animations of Rick and Morty

danielchasehooper.com

1–10 of 42 posts

Re: Programming SDF animations of Rick and Morty

#4

This was a very well structured into to GLSL. Can anyone comment on what it would be like in Vulkan or WebGPU/WebGL?

Pretty much the same. Both Vulkan and WebGL can use GLSL directly (well, GLSL -> SPIR-V for Vulkan). WebGPU technically can't if you run it in a browser, but native WebGPU implementations can take GLSL, you can transpile, and finally you could just write WGSL as it's basically the same as GLSL, just with more Rust-inspired syntax rather than C-inspired.

Re: Programming SDF animations of Rick and Morty

#5
This is awesome. Shader devs are next level; it’s a type of tight, repetitive iteration which is super different from the webby, protocoly, applicationy development that many of us are used to. There’s something really satisfying about changing a float, pressing shift-enter, and then immediately seeing a result.

Well done!

Re: Programming SDF animations of Rick and Morty

#10
>I did find one trick that sped up the trial and error process: I flashed my reference image of Rick on top of the preview so I could compare my drawing to the original while I was changing the code.

That's exactly how hand-drawn animation is done! Shader programming is something else. This is a really cool article.

Post reply on HN