is a collection of small projects you can run with löve
simple starfield rendering exploration
- uv scrolling
- 2d points mesh scrolling
- 3d mesh dome rotation
proof of concept for "pixelart" upscaling using huge mesh and MSAA, plaese don't take it seriously
an experiment with sort of stencil 2d shadows/visibility that draws 64 shadowcasting 2D lights
port of my old SDF raymarching shadertoy demo
codenames implementation for playing on streams
deferred lighting example, assets provided by @flamendless
a simplistic decent looking film grain post-processing effect in five lines of shader code
blending/postprocessing effect for banded dithered lights
palette rendering example
simple pong game that features pretty much everything a pong game needs
same pong with interpolation, extrapolation, fixed/relaxed timestep, and adjustable tickrate and framerate
- space to pause the game and bring up simulation settings
- there are four gamestates you can color differently
- use fixed to toggle beetwen fixed/relaxed timestep
- use slow to toggle slow mode to truly appreciat that 10 tickrate interpolation
- tickrate defines physics updates per second for a fixed timestep
- frametime sets a minimum time for a frame to update + render in ms to simulate lower framerates, affects relaxed timestep simulation
- fluctuation adds random time in ms to each frame rendered to simulate unstable framerate
a set of 3d rendering programs using R3helper functions to simplify 3d transformations in löve in ascending complexity
- you would not believe what it does!
- adds textures to a cube
- renders lots of cubes fast
- order independent transparency with 16 layers
- it's almost like you're there!
- renders shadowmap with HW PCF
instanced grass generated and animated in a shader
exploration of voronoi diagrams rendering using gpu thech
voxel space algorithm that runs in a shader