
saharan / さはら
@shr_id
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何か作ってます。 I make something. likes gamedev, pixelart, physics, computer science, and math. JP/EN / GitHub: https://t.co/9oCNI7Hpw8 / subs: VRC(@shr_vr), 競プロ(@shr_pc)
Joined October 2009
"Just a Pool".Finally published!!🎉 Thanks for waiting for soooo long, have fun!.ついに流体ワールドが遊べるようになりました! ぜひリアルな "水" をVRで体験してください.#VRChat_world紹介
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congrats on the new FNF release!!.i wrote some shaders and graphics stuff 🙏.
Friday Night Funkin - WeekEnd 1 .FIRST UPDATE OF NEW RETURN. Developed by The Funkin' Crew Inc. #FNFweekend1.Play on Newgrounds: Play on Itch:
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Released Bubbles, an interactive soap-bubble simulator!.Runs on your PCs and smartphones 🌬️🫧.公開しました!シャボン玉をくっつけて遊べます.#indiedevs
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BABA IS LIFE #BabaIsYou. this is another proof of the game's Turing completeness as Conway's Game of Life is Turing-complete! @babaisyou_
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音作りツール、まともに動くようになってきたのでそろそろ公開予定です。非常に柔軟性が高いのが特徴で、頑張れば基本的にどんな音でも出ます。 動画は加算型シンセを作ってみた様子です #graphsynth
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ノイマン境界条件を適切に処理するシェーダを書いたので流れるプールが作れるようになりました.I was working on some boundary conditions, and now it's possible to simulate fluids in arbitrarily shaped regions. #madewithunity
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生物を「ルールごと」うまく移動させることで従来の連続型 cellular automaton では難しかった単一環境での種の多様性が実現されてる!すごい.Moving the "rules" locally along with species enables multiple species to live in a same space, which was difficult for continuous CAs! Amazing 😳.
Finally, we also show that this new model allows for the integration of the update rule parameters within the model dynamics allowing for multi-species simulations. We argue that this feature could pave the way towards intrinsic evolution inside continuous CAs
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SandVox Simulator Released!! A 3D falling-sand game, every voxel is simulated in real-time. Have fun with your PCs and smartphones. Share your work in #sandvox_sim!. ボクセル+箱庭ゲーム、公開しました! PCとスマホから遊べます。ぜひ。.#indiedev
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リポジトリを公開しました.🎉 Released! 🎉.I made a shading language for writing GLSL ES 3.0 easier. Features:.- compile-time conversion.- implicit type conversion (like the latest GLSL).- modularization of logics and constants.- automatic typing.and more….
GLSL を直接書くのがしんどくなってきたのでシェーダ言語を作りました。IDE の支援を受けつつコンパイル時に WebGL 2.0 で利用可能な GLSL ES 3.0 に変換します。.・int→uint→float の暗黙の型変換.・���通するロジックと定数のモジュール化.・変数定義時の型推論 (auto).・型安全な uniform 取得.等
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粒子の追加と削除ができるようになった!.ミップマップで四分木を自動生成する @d4rkpl4y3r_vr の超絶テクによって低コストで追加できました。すごい。.Z-curve に沿ってデータを並べると安定ソートになりますが、途中試すように一列に並べても流体の挙動自体は変わりません.
Today I will be explaining how I compact sparse textures in unity efficiently. At the end is a link to the code used to generate all these examples. (1/6).#madewithunity #shader
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@marioballsackpp It was so fun, and everyone in the team was very helpful! I learned many new things while developing features. I felt it was like a kind of R&D, learning about the systems present and considering how to achieve desired effects….Specifically I wrote some of the postprocess system.
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