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Soulwire › Art + Technology

Soulwire › Art + Technology

David Seifried releases | Here is a collection of the work of Mathieu 'P01' Henri, creative coder, demoscener, JavaScript freak and size optimizer extraordinaire acting on the web platform and in Assembler on PC and Atari ST computers. 128bytes demoscene HTML5 JS1k dragon curve fractal space filling curve An itsy bitsy Dragon curve renderer in 121 bytes. 64bytes demoscene HTML5 Nick Montfort commodore 64 10 print Breaking the 64 bytes fronteer with the famous '10 print maze generator. 3D canvas raymarching demoscene 256b HTML5 minecraft raycasting notch Tribute to MINECRAFT, voxel flyby in 252 bytes of HTML5. 3D canvas raymarching demoscene 256b HTML5 wolfenstein 3d raycasting dungeon An homage to Wolfenstein 3D in 251 bytes of HTML5. 3D canvas raymarching demoscene 256b HTML5 distance function function storm in a teacup 256 bytes JavaScript signed distance field raymarcher using 2D Canvas. Javascript is jarig rob is jarig javascript demoscene 256b function hete dans actie Javascript is jarig 18 Hypersonic Mandelbulb

kepo-ing Zz85 | Dumping Ground for Diverse Dictus Thoughts of Me Here’s my latest three.js webgl experiment called “Boids and Buildings”. Its an experimental 3d procedural city generator that will run in a form of a short demo. Turn up your volume and be prepared to overclock your CPU (& GPUs) a little. Here’s the story – early last month I was in Japan for a little travelling. Perhaps one thing I found interesting was the architectural. The cities are large and are packed with buildings (Edo, now called Tokyo, was once the world’s largest city). (the huge billboards are at the famous dotonbori in osaka, the bottom 2 photos were houses shot in kyoto). Sometime ago, I saw mrdoob’s procedural city generator. Firstly, the city generator works by building a road which spins off more roads along the way. The original js implementation of road intersections was done looking up pixel data on the canvas. (here this version denotes where the starting and ending points of each road with red and green dots). With that a 2D version… … and a 3D version was done.

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