Inspiration
The Inspiration for this project was Acerola on YouTube. His content is solely based on Shader techniques for making nice looking environments or effects in games. link to his channel
What it does
Generates some rudimentary art pieces by using a shader technique known as Shell Shaders. The program shows 3 things I thought looked good enough to share, the rest I burned.
How I built it
I made consecutively larger objects and culled more and more of them using random numbers generated from a hashing function and the distance the object was away from the base object.
Challenges I ran into
Making consecutively larger objects look good. I'm a computer science geek who can't make art, shockingly.
Accomplishments that I'M proud of
The torus is REALLY fuzzy.
What I learned
Coding for the GPU is very different than the CPU. The CPU gets all whiny and pouty when something goes wrong and throws all sorts of errors. You slight the GPU once and it burns down your house without a word. The GPU cannot throw runtime errors and the only reference you have for what it does in the color of the pixels on the screen.
What's next for Shell Shaders
Shell Shaders are useful from making furry or fuzzy textures, if you know what you're doing. Here is link to fuzzy helmet and a link to an even fuzzier alpaca, as a demonstration of what shell shaders are fully capable of.
How late was I up?
I'm writing this a 6:20 AM. I didn't wake up early to submit this.
Built With
- gdscript
- godot
- shaders
Log in or sign up for Devpost to join the conversation.