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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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Below there is a link to
#wglChAoSP Angle+D3D11 "Debug" version, and a detailed description of problem: https://github.com/BrutPitt/glChAoS.P/tree/master/wglChAoSP.Debug … If you have time and desire, of course Tanks again -
#wglChAoSP v.1.3.1 (Experimental)#WebGL 2 /#WebAssembly with new render engine: - Shadows - AmbientOcclusion - Accurate DualPass Rendering LIVE / Online: https://www.michelemorrone.eu/glchaosp/webGL.html … Source: https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/5dIFTSGG9t
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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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#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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DLA3D also available in
#wglChAoSP (#WebGL#WebAssembly version) https://www.michelemorrone.eu/glchaosp/webGL.html … Though desktop version have a better rendering engine: new dual pass technique with ambient occlusion featurePrikaži ovu nit -
#glChAoSP/#wglChAoSP real time 3D strange#attractors scout and hypercompex#fractals, mentioned on #71 of#WebAssemblyWeekly@WasmWeekly I'm proud and glad of it
https://twitter.com/WasmWeekly/status/1105714677508648960 … -
#glChAoSP/#wglChAoSP -#openGL/#WebGL CHaotic Attractor Of Slight (dot)#Particles - toward 1.1.2 version: new#attractors already available in webGL/#webassembly online version: https://www.michelemorrone.eu/glchaosp/webGL.html … Source code: https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/ZZJyJeSWHi
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New release 1.1.1 and new features of glChAoS.P
#glChAoSP Open source, multiplatform, 3D real time strange attractors scout... and hypercomplex#fractals Now also wglChAoS.P#wglChAoSP: a lightened#WebGL version, via#WebAssembly also for mobile devices https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/jyAHteysln
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From today, for masochists (me first)
, wglChAoS.P #wglChAoSP is also for smartphones and tablets: enabled support for touch screen. Settings optimized for them, also light GUI and/or high text contrast Always via#WebGL 2 and#WebAssembly https://michelemorrone.eu/glchaosp/webGL.html …pic.twitter.com/XKbQHHF2eh
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#WebGL via#WebAssebly: 100 Million lighted#particles, 12.5 fps on#NVidia RTX2070, but also 8 fps on#AMD RX480 This was just a test with#wglChAoSP on#FireFox to bench new LowPrecision mode: sped up to 30% more (only on 3D render: emitter off) https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/RqvuTEK8jN
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"Strange"
#fractal cylinder object from modified biComplex#julia stochastic IIM formula Real time#3D view via glChAoS.P https://github.com/BrutPitt/glChAoS.P …#glChAoSP#wglChAoSP#WebGL#WebAssembly#generative#cpppic.twitter.com/NSQzhqw82V -
New release 1.1.0 of glChAoS.P
#glChAoSP Open source, multiplatform, 3D real time strange attractors scout... and hypercomplex fractals Now also wglChAoS.P#wglChAoSP: a lightened#WebGL version, via#WebAssembly https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/n0dkLoOT5Z
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Thank you for credits. New version 1.1.0 of
#glChAoSP, and new#wglChAoSP online / live#WebGL 2 via#WebAssembly version, with#ImGui full compliant to both standards. https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/BIT8lMAPXN
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Strange attractors
A new language built with wasm
SIMD in wasm