Finished the “tentacle” shader
Finally!
Had to give up on the idea of using a ray-marching style algorithm, or most of the algorithms that generated the texture on the fly… The amount of iterations most of them require would require a high-end machine, and then I’d need to have a fallback, etc…
For such a low tech game, I think it would have been a waste of time, so I fell back into using a plane and some nifty animation effects in the UV mapping… The end result:
As usual, it’s much more interesting while moving!
Next step, to animate this… Won’t be pretty, I think…
Now listening to “Magnisphyricon” by “Sons of Seasons”
Link of the Day: Most of the shaders I found while learning how to make raymarching shaders was GLSL, and since I’m currently still using D3D9 I went looking for something to convert from GLSL to HLSL… Didn’t find it (ended up not needing it, it’s similar enough to take the educational value), but found a HLSL to GLSL converter, which some might find useful: https://github.com/Thekla/hlslparser
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