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86. Ring
1 year ago
85. Squeeze
1 year ago
84. Orbital Rotation
1 year ago
82. Collision
1 year ago
81. Attraction
1 year ago
80. Consistency
1 year ago
79. Cohesion
1 year ago
78. Clustering pt. 2
1 year ago
77. Clustering
1 year ago
75. Jiggly Strings
1 year ago
73. Particle Engine w/ shader
1 year ago
71. Galaxy
1 year ago
69. Solar, with lyrics.
2 years ago
68. Solar
2 years ago
63. Fog, continued.
2 years ago
62. Fog (initial test)
2 years ago
60. Turbulence, cont.
2 years ago
Made with Processing. No audio.

Continuing work on the revised particle engine. Shader tweaks to simulate cheap ambient occlusion.

VBOs and shader implementation code by Andrew Bell (drawnline.net).

Credits

41 Likes

  • lukasz plus 1 year ago
    like how its almost solid with tiny traces of movement
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  • robert 1 year ago
    their all going through each other, how would you get them to avoid that?
  • flight404 plus 1 year ago
    It would just require a bunch of extra calculations that would keep it from running in real-time. They don't actually intersect if you look at their x/y/z positions, but once you make them thicker than 1 unit, intersections will appear.
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  • MAKANart 1 year ago
    I like it
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  • Damien Marie 1 year ago
    Ok,I enjoy it.But a have two questions.
    What are you software to render,model and animate this?
    It's in real time?

    Thks.
  •  
  • toneburst plus 1 year ago
    This is really nice. I'd love to see the shader code for the ambient occlusion effect. I've been messing around with shaders in another application (Quartz Composer on the Mac), and AO is something I'd really like to try.

    a|x
    QC Blog: machinesdontcare.wordpress.com

    PS
    Hope you don't mind, but I posted your 'Ripple cube revisited' clip on my blog. I really like it, and it's similar to something I did a while back as a realtime video effect for the VJ application VDMX.
  •  
  • Lim Sim 1 year ago
    i like. screensaver please :)
  •  
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