#screenshotsaturday #gamedev #indiedev #godot
#screenshotsaturday #gamedev #indiedev #godot
🔉 Sound on!
Playable here: jsonm.itch.io/sqrz
Let me know if you beat my high score.
🔉 Sound on!
Playable here: jsonm.itch.io/sqrz
Let me know if you beat my high score.
This is a path tracing gi shader that uses jump flood and distance field for circle marching.
The little windows give a glimpse of how it's working under the hood (jump flood and distance field).
This is a path tracing gi shader that uses jump flood and distance field for circle marching.
The little windows give a glimpse of how it's working under the hood (jump flood and distance field).
All the code is non-minified etc.
jason.today/ascii-dungeon
All the code is non-minified etc.
jason.today/ascii-dungeon
If it's too small to see - "placing it" converts the variables to the evaluated numeric form.
If it's too small to see - "placing it" converts the variables to the evaluated numeric form.
It's lua + LSP based and have tested it successfully in vs code and zed.
It's lua + LSP based and have tested it successfully in vs code and zed.
procedural generation
game dev
education
design
shaders
interactive blog posts
particle simulation
creative coding
roguelikes
pixel art
global illumination
architecture
programming language design
hot reload / live coding
productivity
software
native
c rust lua zig glsl clojure
procedural generation
game dev
education
design
shaders
interactive blog posts
particle simulation
creative coding
roguelikes
pixel art
global illumination
architecture
programming language design
hot reload / live coding
productivity
software
native
c rust lua zig glsl clojure