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#webgl

1 message1 participant0 message aujourd’hui

C# support for the web is the last missing piece that prevented me from fully investing in the @godotengine ecosystem. For accessibility and security reasons, it's essential to release web versions during game jams.

Very glad to see that it may arrive in 4.5!

godotengine.org/article/live-f

Godot EngineLive from GodotCon Boston: Web .NET prototype – Godot EngineWe managed to do the impossible: we created a Godot-based prototype for the Web that runs .NET! Come and try it!
#godot#dotnet#web

More #Actiniaria progress: Added a soft global constraint to create more of a (macro)organism feel w/ a sense of belonging and fuzzy boundary. Also slowly updating the behavior/relationship matrix between the six different types now, to create varying temporary alliances...

(Note: Sadly Firefox doesn't respect the Rec2020 color profile in the video, please download or use Chrome or Safari for viewing...)

Found some time last night to implement multi-behaviors and I'm very excited about where this is going... 😍 The video shows 6 different types interacting with (and avoiding) each other. Next step is to vary the behavior matrix over time, causing changing alliances and breakup behaviors...

See #Actiniaria for more context...

(Note: Sadly Firefox doesn't respect the Rec2020 color profile in the video, please download or use Chrome or Safari for viewing...)

Similar to my #LinearMemory piece from last year (check the hashtag for references), these current #Actiniaria explorations make me fully appreciate all the research, efforts and supporting hardware behind the DCI-P3 & Rec.2020 color spaces. The intensity (and subtlety) of some colors & combinations are just stunning (to me), and I don't mean this in any ableist way (just enjoying whilst I still can!)...

Also still amazed that something like this runs at a smooth 60fps @ 2160x2160 UHD resolution on a mobile device with a just Snapdragon 2 chipset... As part of my advisory role @ day job, over the past few months I've been tasked with optimizing artworks for almost a dozen generative/algorithmic artists, often achieving 2-4x framerate improvements... Very much feeling a longer blog post re: code craft vs code art coming up, hoping to connect them more...

"To understand a program you must become both the machine and the program." — Alan Perlis

(Note: Sadly Firefox does not seem to respect the Rec2020 color profile in the video, please download or use Chrome or Safari for viewing...)

Work in progress...

Finally finding some time to continue working on my earlier thi.ng/boids experiments, now also using WebGL instancing and floating point render textures for super-smooth blending/trails to create aesthetics reminiscent of sea anemones...

(Update: I've decided on the beautiful-sounding and fitting #Actiniaria as project title...)

(Note: Sadly Firefox does not seem to respect the Rec2020 color profile in the video, please use Chrome or Safari for viewing...)

LOOP, a camera with an internal feedback loop

I am currently developing effect filters that can also be used on a smartphone. The new filters work with an internal feedback loop / additional color buffer. This creates effects similar to intentional camera movement.

I have released a browser-based app with these filters as open source today. The current version is not yet the final version but is already quite usable.

gitlab.com/metagrowing/loop

A répondu dans un fil de discussion

@brie @pa27

First of all, @panoramax is a very young project, so coverage is quite small. Only in #France - where the project started - there is significant coverage.

Because it is federated and self-hostable, it was a fitting solution to host the images that people take when contributing to #OpenStreetMap with #MapComplete

About the 'WebGL': MapLibre depends on it to render the maps. Some browsers do block #webGL to resist fingerprinting. You might be able to enable it per website.