
Verlangieri David
@verlangieri_d
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Former Creative Front End Developer @flycherami
Lyon, France
Joined September 2014
-> One fun next step could be a sprite/atlas buffer system: capturing each object’s footprint movement (boat, chest, etc.) in advance on the GPU. This approach could make the system more efficient, reducing both GPU and CPU usage. Stay tuned more experiments on the way 👀
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The interface is fully integrated into this world: Various tools all interact with the ocean and the boat to guide you toward the next treasure chest, with GPU-driven UI parallax built entirely in shaders, while keeping draw calls minimal to ensure high performance.
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The ocean surface, sails, and flags respond to wind and sea state inputs, generating procedural motion enhanced by reactive footprint blending, allowing the sea to deform naturally and respond fluidly to the boat’s movement.
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In this demo, the world moves around a fixed plane, creating the illusion that the boat is moving through space, while still keeping the movement realistic and a bit hypnotic! 🌊
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📦 It’s not quite ready for release yet, still tweaking performance and adding new features. But if this sounds interesting to you, I’d love to chat about it and maybe showcase some use cases in future posts!
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All is wrapped in a class, easy to drop into a scene. Perfect for immersive visual effects like force fields, footprints in snow, thermal trails, and more. This project also a playground for experimenting with shaders, buffer swapping, and simulation-oriented rendering.
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⚙️ Some key features: - Multi-object support - Independent velocity computation - Custom colormap based on depth and direction - Double buffering, to handle both the fusion pass between objects and the motion history
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Next step? Maybe integrate the Portal Gun to open gates anywhere in the scene. :) Thanks to DukeDoks for this Morty figurine print model. I took the liberty of modifying, texturing and merging it with my own models for this experiment.
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To be honest, it was a great excuse to use this holographic sticker made a while ago, tinker with custom shaders, funny physics and cool interactions freely. 📦I can explain more and share previews. I’ll release this lib a bit later, I’d like to add more cool features first.
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The result: dynamic visual footprints appear every time an object passes through the portal, like a visual memory of its movement and shape, inside a low cost "fluid sim". That can be adapted to many other surfaces: water, snow... anything that reacts to contact or passage.
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đź§Ş On the tech side, the whole thing relies on a custom footprint shader, combined with a trail persistence effect using pingpong texture swap. A good introduction to understanding this approach: https://t.co/vrJ1fvNQUW
code.tutsplus.com
There's always been a certain air of mystery around smoke. It's aesthetically pleasing to watch and elusive to model. Like many physical phenomena, it's a chaotic system, which makes it very...
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Yeah !! 🥳
Congratulations! Cher Ami by @FlyCherAmi (France) wins #SOTD & #DEVAWARD 🏆 Creative & digital studio that connects brands with their audiences by creating touching engaging and rewarding experiences https://t.co/8PloGX3W3k
#Portfolio #ReactJS
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Très fier d’accompagner Les Gros Mots & Pago France pour la production d’une expérience multi-joueurs inédite et enivrante. #UnBeauTravaildEquipe A tester sur mobile à l’adresse : https://t.co/tL4HQVfhWH
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