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Programming SDF animations of Rick and Morty

505 点作者 LordNibbler3 个月前

22 条评论

mattdesl3 个月前
Really nice work and great post.<p>Just to add, if you want smooth anti-aliased edges without the second super-sampling pass, you can use standard derivatives in your SDFs. Basically, replacing your step functions with &#x27;aastep&#x27;, e.g.<p><a href="https:&#x2F;&#x2F;github.com&#x2F;glslify&#x2F;glsl-aastep">https:&#x2F;&#x2F;github.com&#x2F;glslify&#x2F;glsl-aastep</a>
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joenot4433 个月前
This is awesome. Shader devs are next level; it’s a type of tight, repetitive iteration which is super different from the webby, protocoly, applicationy development that many of us are used to. There’s something really satisfying about changing a float, pressing shift-enter, and then immediately seeing a result.<p>Well done!
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djmips3 个月前
Very nice post!<p>For a playlist on topicon YouTube from Inigo Quilez <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=0ifChJ0nJfM&amp;list=PL0EpikNmjs2CYUMePMGh3IjjP4tQlYqji&amp;index=5" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=0ifChJ0nJfM&amp;list=PL0EpikNmjs...</a>
vallode3 个月前
Both the work done here and the quality of explanation, as well as the thoughtful challenges to the reader, are top notch. Thank you for sharing.
bobsmooth3 个月前
&gt;I did find one trick that sped up the trial and error process: I flashed my reference image of Rick on top of the preview so I could compare my drawing to the original while I was changing the code.<p>That&#x27;s exactly how hand-drawn animation is done! Shader programming is something else. This is a really cool article.
anotherhue3 个月前
This was a very well structured into to GLSL.<p>Can anyone comment on what it would be like in Vulkan or WebGPU&#x2F;WebGL?
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unfixed3 个月前
Wow, 8 months to achieve this animation reflects a sheer amount of perseverance.
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metadat3 个月前
Did the author&#x27;s development process involve a loop of tweaking fractional values or was some kind of editor used?<p>It seems like the trial-and-error approach to coming up with the 240 lines with appropriate decimal values may be just a tad time intensive.
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worthless-trash3 个月前
He&#x27;s shader riiiiiick!
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kubb3 个月前
WOW. It&#x27;s hard to express just how impressive this is.
slig3 个月前
Does anyone know if the portal animation from Balatro is done in the same way?
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Townley3 个月前
Another application of GLSL&#x2F;SDL: you can make custom shader materials for yourself in ThreeJS using the ShaderMaterial. You write the GLSL code in a string within the material and it’ll be applied to the mesh the material is attached to<p>Gives you the ability to make some cool looking effects like fresnel without post-processing filters
riddley3 个月前
Super serious question: When will this be a ghostty shader that flashes Rick&#x27;s face every time I hit return?
hombre_fatal3 个月前
The polish on this page is insane.
BoujidStack3 个月前
Shader programming is next level! It’s incredible how much effort and attention to detail goes into creating these animations. The process is so much more hands on compared to traditional development!
matt32103 个月前
What tool is used for embedded code? It’s really nice! I like the folding of non focused snippets
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q2dg3 个月前
Maybe with Processing would be a bit easier...
Archit3ch3 个月前
Animations don&#x27;t render in Edge, but Chrome (and surprisingly Safari!) work.
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p0w3n3d3 个月前
Too happy for me, more like Rick from Dimension J19 Zeta 7...
axismundi3 个月前
math rick, the arch enemy of pickle rick
zombiwoof3 个月前
I bow down to you sir , amazing
Uptrenda3 个月前
im pickle REEE