4 bits ought to be enough for anyone

February 20, 2020

It is time for our 4KB audio visual experiment with Rust & WASM to get a shader on the screen.

To do that while staying within the strict byte budget, we are going to go back to the future by making a virtual machine with a 4-bit instruction set.

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4KB Rust & WASM: Finding functions

February 8, 2020

In the last post, we put together a minimal WASM file using Rust that runs directly in the browser. Next we need to make it do something by giving it a way to find and call javascript functions.

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Making fruit loops dance with Rust & WASM in 4KB

February 3, 2020

I’ve been exploring Rust+WebAssembly recently. Here is an experiment made with those - my friend said it looked like thousands of fruit loops dancing to “music”. It runs in your browser (and maybe even your phone). One file, just 4092 bytes.

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Raking through the embers

September 26, 2017

Let’s build up the “Juhannus Embers” GLSL fragment shader step-by-step to see how wandering particles emerge from an almost stateless system.

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Embers (inline)

September 2, 2017

This is the same “Juhannus Embers” shader I posted earlier, but this time I upgraded my own lightweight WebGL javascript library (so far called “gle.js”) to support animations so that it can be shown running without the embedded shadertoy player. Because the shadertoy player is quite fully featured, and more inteded for desktop browsers, it has some trouble on some mobile devices. The gle.js player is quite slim, so it may work slightly better on mobile. (more)

Embers

August 31, 2017

This was a small experiment to create a simple particle engine in a fragment shader that could run with good performance on mobile devices. I will describe in more detail how it works in a future post, but you can examine the source already on shadertoy. It’s built around triangle waves which I showed in the last post. (Unfortunately the embedded player may not work on all devices)

Triangle Waves

August 30, 2017

One of my favourite little shader techniques is to take continuous linear values, and turn them into oscillating triangle waves. Oscillation is useful in all kinds of cases. It can create repetition in space, or repeating animation over time. The most common way to generate oscillation is with the trigonometry function sin, which creates the well known smooth sine wave shape. But sin can sometimes be a little expensive, and other times that smoothness and non-linearity is not exactly what you want. (more)

Sketching a logo with shaders

August 24, 2017

When twitter avatars recently went from square to circular, even though my old image had a circle in the centre, the cropping they picked meant it ended up looking even more ugly than before.

So now seemed like a good time to update it, and at the same time replace the old thndl logo with something fresher.

As usual, my go-to tool for this kind of thing is not to sketch in a drawing app, but instead to write a little shader program. You can already see the result in the top left corner of your page, but this is the short story of how it was constructed.

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thndl v3

May 19, 2017

It has been more than 2 years since the last post here on thndl, and the technology world has moved on noticeably during that time. When I first started writing thndl, shaders were a bit exotic, and WebGL wasn’t widely supported.

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Some live coding with python

October 7, 2014

I've worked on a few different live coding environments in the past, but now I thought I would try to make something simple with Python that could later maybe form the basis for a bigger tool.

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