Pryme8

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Pryme8 last won the day on December 20 2017

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About Pryme8

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    Master Ninja
  • Birthday 04/29/1986

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    Eureka, CA
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    Crushing it

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  1. Shader Experience : are you know this ?

    That's a pretty decent phone. Hmm... did it do it even when you had the decimal place defined on the float?
  2. https://www.babylonjs-playground.com/#ZFUV4U#25 If you don't need them to be polygonal objects then rayMarching can be an option, but if they have to be a specific mesh then I am not sure. I bet you could project to the nearest points between two meshes and then translate from that, but that process could make a myriad of problems as well. The best way to do this is make sure your two meshes have the same poly-count and indexing.
  3. Shader Experience : are you know this ?

    hmm is it experimental webGL enabled only then or something?
  4. Like I said in the other post, it needs a tolerance value in your algo to be effective; but great start!
  5. Shader Experience : are you know this ?

    because a float has to have a . float a = 10.; position.x = -a; should validate
  6. video alpha channel approaches

    Cool method, now you just need a tolerance value!
  7. Salvage - A little turn-based bullet-hell shooter

    really cool art style, might have to give this a shot when I get home!
  8. https://scholarworks.umass.edu/cgi/viewcontent.cgi?article=1593&context=masters_theses_2 >_<
  9. Billboard RayMarch Plane

    https://www.babylonjs-playground.com/#ZFUV4U#24 Kinda got it where I want it... I should be able to make a tree or something now and give that a test.
  10. you can always do an array like this too [ {filePath:'Blah/file', fileName:'coolModel.obj'}, {filePath:'Blah/file-location2', fileName:'coolModel2.obj'} ] and then iterate through that so you don't have two arrays.
  11. Cylinder between two points

    @captainleighwalker if you take a look at this thread, on the second page I have some PG's that will show you how to make custom meshes procedurally.
  12. GLSL Texture Buffer Manipulation

    hmmm, dang I was hoping to be able to manipulate per-pixl on a bound buffer through the shader for the purpose of superfast fluid simulations.
  13. can glsl manipulate a texture buffer? like can I use a shader script to write to an already bound texture buffer? Or is that CPU only?