Latest voxels!
-
Latest voxels!
Flickery when filmed ✓
Distracting reflections ✓
You kind of have to be there ✓ -
undefined aeva@mastodon.gamedev.place shared this topic on
-
Latest voxels!
Flickery when filmed ✓
Distracting reflections ✓
You kind of have to be there ✓@ancientjames amazing! how does it work?
-
@ancientjames amazing! how does it work?
@aeva It’s projection mapping - the block has ~38000 points laser etched in it, arranged so they’re uniformly separated in 3D space, but all neatly laid out in a 2D grid when viewed from the projection point. You can see some stray points where I haven’t got the calibration nailed.
-
@aeva It’s projection mapping - the block has ~38000 points laser etched in it, arranged so they’re uniformly separated in 3D space, but all neatly laid out in a 2D grid when viewed from the projection point. You can see some stray points where I haven’t got the calibration nailed.
@ancientjames oh wow that's brilliant :O!
-
undefined oblomov@sociale.network shared this topic on
-
Latest voxels!
Flickery when filmed ✓
Distracting reflections ✓
You kind of have to be there ✓I learned my lesson from the previous displays, and this time wrote the simulator before writing the actual driver code.
It allowed me to quickly catch a flipped axis which I can believe would have otherwise taken me days to figure out. -
I learned my lesson from the previous displays, and this time wrote the simulator before writing the actual driver code.
It allowed me to quickly catch a flipped axis which I can believe would have otherwise taken me days to figure out.I rendered off an animation showing how the points are aligned when seen from exactly the right spot.
-
I rendered off an animation showing how the points are aligned when seen from exactly the right spot.
Incidentally, the viewport version of that animation doesn't work - the points only line up when refraction is taken into account.
I've used the equation for refraction countless times in shaders, but somehow it kind of blows my mind that it actually works IRL. -
Incidentally, the viewport version of that animation doesn't work - the points only line up when refraction is taken into account.
I've used the equation for refraction countless times in shaders, but somehow it kind of blows my mind that it actually works IRL.It's fun discovering what sort of content works best on these displays. With the spinning LEDs it was wireframe spaceships. This thing is all about museum quality loot.
-
It's fun discovering what sort of content works best on these displays. With the spinning LEDs it was wireframe spaceships. This thing is all about museum quality loot.
The resolution isn't great, but you can still play games on it.
-
The resolution isn't great, but you can still play games on it.
@ancientjames i want one