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The most difficult part about this one was the closed-form ray/cone intersection maths for the diffuse effect - no SDF raymarching here! Cones specifically are a pain because they have so many intersection combos.
On top […]
[Original post on social.coop]
The most difficult part about this one was the closed-form ray/cone intersection maths for the diffuse effect - no SDF raymarching here! Cones specifically are a pain because they have so many intersection combos.
On top […]
[Original post on social.coop]
If you're working on a game and your shader code doesn't hot-reload, you're missing out: it's like trying to paint a picture with your eyes closed.
If you're working on a game and your shader code doesn't hot-reload, you're missing out: it's like trying to paint a picture with your eyes closed.