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Finally I decided to start rewriting the pages of attractor formulas of
#glChAoSP site and to give them more math connotation Now is also possible to explore a specific attractor, viewing it in#wglChAoSP (#WebGL/#WebAssemly), directly from html page https://www.michelemorrone.eu/glchaosp/dtAttractors.html …pic.twitter.com/xeEhCtxWKD
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#glChAoSP new ver. 1.4.0 3D realTime#ParticleSystem#StrangeAttractors scout and hypercomplex#fractals OpenSource / MultiPlatform: https://github.com/BrutPitt/glChAoS.P …#wglChAoSP also LIVE online#WebGL /#webAssembly lightened version here: https://www.michelemorrone.eu/glchaosp/webGL.html …pic.twitter.com/Gbl2toiPlN
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#wglChAoSP 3D RealTime#ParticleSystem#StrangeAttractors scout, hypercomplex#fractals and DLA3D Live online#WebGL: https://www.michelemorrone.eu/glchaosp/webGL.html … It's a lightened version of OpenSource and multi-platform#glChAoSP GitHub code: https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/dltsSXqOvW
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True! The noise, for the examples, has been added, but I use (I created it for) this filter in
#glChAoSP to produce "stardust" ("partilce-dust") effect In the GLOW section is "bilateral threshold", or in#wglChAoSP is the only one GLOW filter Live WebGL: https://www.michelemorrone.eu/glchaosp/webGL.html … -
#glChAoSP v.1.3.2 (WiP)#3D#realTime#ParticleSystem#StrangeAttractors scout and hypercomplex#fractals -#OpenSource and multi platform 3 new attractaros and some bug fix#wglChAoSP LIVE online#WebGL /#webAssembly: https://michelemorrone.eu/glchaosp/webGL.html … Source: https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/bw60dcvPK5
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#glChAoSP /#wglChAoSP by@BrutPitt#3D#realTime#ParticleSystem#StrangeAttractors scout and hypercomplex#fractals -#OpenSource and multi platform Starting LIVE#WebGL page, here: https://www.michelemorrone.eu/glchaosp/webGL.html … (try "EXPERIMENTAL" for desktop) GitHub: https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/OgwFN6xW5f
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#glChAoSP v.1.3 released#3D#realTime#ParticleSystem#StrangeAttractors scout... and hypercomplex#fractals It's#OpenSource and multi platform#wglChAoSP is a lightened#WebGL /#WebAssembly also for mobile devices What's new: https://github.com/BrutPitt/glChAoS.P/releases …pic.twitter.com/gdKwhwZwXN
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Current Status: exporting vertices from glChAoSP into Blender...
(OpenGL Chaotic Attractors of Slight (dot) Particles by @BrutPitt#b3d#strangeattractors#glchaosp#eeveepic.twitter.com/JSv1tXNnhkPrikaži ovu nit -
Exploration of Aizawa attractor with
#glChAoSP also on youtube... https://youtu.be/mkX4fdv-kZUPrikaži ovu nit -
Exploration of Aizawa attractor with
#glChAoSP 10 Million of particles@65 fps Rendering techniques used in sequence: AlphaBlending AlphaBlending + Glow Solid Particles DualPass Rendering DualPass + AO DualPass + AO + Shadows DualPass + AO + Shadows mixed with AlphaBlendingpic.twitter.com/yJ3luWNOBAPrikaži ovu nit -
#glChAoSP new release v.1.3 (beta) with new rendering engine (AO & shadows) Open source, multi platform,#ParticleSystem, 3D real time strange attractors scout... and hypercomplex#fractals Also#wglChAoSP: a lightened#WebGL version, via#WebAssembly also for mobile devicespic.twitter.com/swxiKw7bPb
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Very beautiful! In recent days I had posted the changes I made in the code of
@FogleBird to insert it into#glChAoSP Now I use a single file header FLANN (fast and slight), for spatial index, fastRandomGenerator Marsaglia algorithms, and template classes https://github.com/BrutPitt/DLAf-optimized … -
DLA (Diffusion Limited Aggregation)... now they can grow anywhere (or at least on each PLY object imported in
#glChAoSP) Here 10M particles on Thomas attractor https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/EAGeXAoOjuPrikaži ovu nit -
3D Diffusion Limited Aggregation (DLA) now in
#glChAoSP (realtime generator of chaotic particles) Personal adaptation and optimization from original code of Michael Fogleman (@foglebird ) and related@non_manifold tweet https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/CnBFgW540jPrikaži ovu nit -
There is CMakeFile that I use to compile
#glChAoSP and#ImGui with emscripten https://github.com/BrutPitt/glChAoS.P/blob/master/src/CMakeLists.txt … I use "--closure=1" in MinSizeRel option, but as write@FlohOfWoe in his blog, also for me the difference in size is very minimal (have very little personal HTML5 interface code) -
Version 1.2 of
#glChAoSP just now released. Up to 267M points (4GB) ;) Sorry not over: AMD drivers have strange behavior... I think a overflow bug, but I have to go deeper Here for all new features: https://github.com/BrutPitt/glChAoS.P/releases/tag/v1.2 … -
Released
#glChAoSP v1.2, open source, 3D real time strange#attractors scout and hypercomplex#fractals New#particles rendering engine and lighting models: always in real-time, but now with ray-march quality Also#WebGL /#WebAssembly version available https://github.com/BrutPitt/glChAoS.P/releases/tag/v1.2 …pic.twitter.com/fL0l5JpuSH
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I have just now tested 300M of points on rtx 2070 in Windows, and worked. I just have to test it on AMD and other O.S. Soon I will insert
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Thank you for appreciation. Yes, the pointcloud can be exported!
#glChAoSP desktop only, not#WebGL version: form DATA menu, export in#PLY format (binary and ascii)@bombyxgame has already imported into his game Only vertex coords, point colors and optional normals: no meshes
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