RayMarch
@raymarch.bsky.social
📤 32
📥 44
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shame 2.0 beta is out, and allows you to write graphics and compute pipelines in rust
github.com/raymarch/shame
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GitHub - RayMarch/shame: A fully featured DSL for writing shaders/GPU-pipelines in Rust
A fully featured DSL for writing shaders/GPU-pipelines in Rust - RayMarch/shame
https://github.com/raymarch/shame
about 1 month ago
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In 2022 I created a 3D model of ferris the rustacean, licensed CC0 (public domain)
github.com/RayMarch/fer...
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GitHub - RayMarch/ferris3d: A free 3D model of Ferris the rustacean
A free 3D model of Ferris the rustacean. Contribute to RayMarch/ferris3d development by creating an account on GitHub.
https://github.com/RayMarch/ferris3d
about 1 month ago
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me figuring out how to get hot reloading working with my rust shader eDSL
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about 1 month ago
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another shader I built using
github.com/raymarch/shame
during the prototyping phase (03/2022)
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about 1 month ago
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experimenting with functional-style distance field operations in my shading lang
github.com/raymarch/shame
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about 1 month ago
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hello triangle. First shader I wrote in my shading lang
github.com/raymarch/shame
during the prototyping phase
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about 1 month ago
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my stream starting animation, created in Blender using beziers and a volumetric emissive material
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about 1 month ago
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concept art for manifold garden. Turning the cubes from being flat into having a bit more geometry (2018)
about 1 month ago
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messing with skeletal animation and mesh file formats in my engine, using a character I made in blender (2018)
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about 1 month ago
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3D platformer level editor I made in 2016. Assets and music (except for Mario) are self made. C++/OpenGL custom engine.
youtu.be/yAQSsSiVUCY
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platformer game 2016 demo (ingame level editor) [opengl, c++, custom engine]
YouTube video by Ray March
https://youtu.be/yAQSsSiVUCY
about 1 month ago
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messing with bullet physics in C++
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about 1 month ago
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parameterizable rope-bridge (2016)
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about 1 month ago
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weird spinning trees for my map editor (2016)
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about 1 month ago
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vertex attribute based annotations to allow for "intelligent" anisotropic scaling in a simple vertex shader (research project I did at uni, ~2016). Used It a lot in my map editor project
about 1 month ago
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procedurally generated fractal I generated in python
about 1 month ago
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dog character made in blender for a game jam
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about 1 month ago
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Multiplayer Bomberman 64 fan-game made in OpenGL/C++ using motion controls (2013)
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about 1 month ago
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spring-based 3D game menu inspired by super smash bros melee (2013)
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about 1 month ago
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One of my first OpenGL/C++ experiments (2012)
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about 1 month ago
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I'm about to repost some of my old stuff from other social media sites
about 1 month ago
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