Another #Teskooano release today - I've done another bunch of performance improvements, UI improvements and added a couple of new features (like import/export JSON)
It's also now an offline-only #pwa - you can install it, go offline and it works perfectly as it has no backend dependencies - it's fully #procedural
Similar to my #LinearMemory piece from last year (check the hashtag for references), these current #Actiniaria explorations make me fully appreciate all the research, efforts and supporting hardware behind the DCI-P3 & Rec.2020 color spaces. The intensity (and subtlety) of some colors & combinations are just stunning (to me), and I don't mean this in any ableist way (just enjoying whilst I still can!)...
Also still amazed that something like this runs at a smooth 60fps @ 2160x2160 UHD resolution on a mobile device with a just Snapdragon 2 chipset... As part of my advisory role @ day job, over the past few months I've been tasked with optimizing artworks for almost a dozen generative/algorithmic artists, often achieving 2-4x framerate improvements... Very much feeling a longer blog post re: code craft vs code art coming up, hoping to connect them more...
"To understand a program you must become both the machine and the program." — Alan Perlis
(Note: Sadly Firefox does not seem to respect the Rec2020 color profile in the video, please download or use Chrome or Safari for viewing...)
Did a big UI refactor for Teskooano today - now it's a lot more responsive, and big performance gains.
Been working on various shader & behavior update and options for #Actiniaria... it's all starting to come together!
(Note: Sadly Firefox does not seem to respect the Rec2020 color profile in the video, please use Chrome or Safari for viewing...)
Work in progress...
Finally finding some time to continue working on my earlier https://thi.ng/boids experiments, now also using WebGL instancing and floating point render textures for super-smooth blending/trails to create aesthetics reminiscent of sea anemones...
(Update: I've decided on the beautiful-sounding and fitting #Actiniaria as project title...)
(Note: Sadly Firefox does not seem to respect the Rec2020 color profile in the video, please use Chrome or Safari for viewing...)
In today's #gleo news: the `intervalify` decorator now can apply opacity to the symbols at the beginning (or end) of an interval.
Also, the REPL now handles URL hashes. Which means I can put a link to https://ivansanchez.gitlab.io/gleo/repl.html#intervalify%20(TintedSprite) and you folks can uncomment line 57.
#webgl #dataviz #gischat
An interesting write up by a super talented #3d dev I know. He discuses how he and his partner built a highly optimized #webgl game in #PlayCanvas3D. They're getting ~120 draw calls rendering an entire city for a multiplayer game. Their level is built in #blender and then rendered in the browser with PlayCanvas.
https://medium.com/@leo_98989/building-multiplayer-open-world-web-games-that-run-everywhere-b0b2afb4940c
Replicating CSS Object-Fit in WebGL: Optimized Techniques for Image Scaling and Positioning
https://tympanus.net/codrops/2025/03/11/replicating-css-object-fit-in-webgl/
We're starting this week with a beautiful case study by Meguru Muramoto from Garden Eight, sharing how serendipity and precision come together in the design of Motoyoshi Takamitsu's portfolio. A thoughtful approach filled with innovation.
Read it here: https://tympanus.net/codrops/?p=88189
In today's #gleo news: ScaledHeatMap and ScaledHexBin.
This is an old request from @jorgesanz - a heatmap/hexbin in which the map's scale factors into the field intensity, so that apparent visual intensity kinda stays constant across the screen (otherwise, zooming out means more data points with constant intensity enter the screen, thus increasing the apparent intensity).
WgPy: GPU-accelerated NumPy-like array library for web browsers
LOOP, a camera with an internal feedback loop
I am currently developing effect filters that can also be used on a smartphone. The new filters work with an internal feedback loop / additional color buffer. This creates effects similar to intentional camera movement.
I have released a browser-based app with these filters as open source today. The current version is not yet the final version but is already quite usable.
Today we have a very unique tutorial for you!
Thalles Lopes walks us through creating stylized water effects with React Three Fiber for a beautiful game he made as a birthday gift to his wife.
You'll learn so much, he's a true master at his art!
Read it here: https://tympanus.net/codrops/2025/03/04/creating-stylized-water-effects-with-react-three-fiber/
Excited to launch the Actor Whitepaper site: https://whitepaper.actor – introducing Actors, a serverless programming model bringing UNIX philosophy to cloud computing.
Created at @apify, I crafted every aspect:
• Complete UI/UX design
• 3D illustrations & animations
• Full development in Astro
• Custom components
This demonstrates my design engineer approach: designing interfaces and bringing them to life through code.
First of all, @panoramax is a very young project, so coverage is quite small. Only in #France - where the project started - there is significant coverage.
Because it is federated and self-hostable, it was a fitting solution to host the images that people take when contributing to #OpenStreetMap with #MapComplete
About the 'WebGL': MapLibre depends on it to render the maps. Some browsers do block #webGL to resist fingerprinting. You might be able to enable it per website.
I wrote a retrospective on my #Genuary adventures with generative art with #PyScript and #Three.js.
#GenerativeArt #CreativeCoding #WebGL #Python
https://lukasz.langa.pl/62eae3e6-a598-4a1e-8f65-586d16e1bd0f/
#Design #Relaunches
Slow Roads 2.0 · A browser-based driving game with generated scenery https://ilo.im/1624th
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#SideProject #Game #Scenery #3D #Browser #Development #WebDev #Frontend #WebGL #ThreeJS