Session 003 - Dotted Planet

In this exploration, I took it to space. Points in WebGL are quite fun to work with. It’s very easy to create a large amount of points, and adjust how they are drawn on the screen. Up until now I had not attempted any lighting. Using a framework that handles lighting with a normal scene graph abstraction feels natural, while defining light in terms of math function is a bit more intimidating.

Session 001 - Windy Terrain

This is the first “Session” in the series, and my first time really working in regl. It’s quite hard moving from a model where you think in terms of a scene graph, to one in which you think in terms of a draw call. In order to get some kind of quick output, this is one of the easier example implementations. It is a sine wave going through some plane geometry, with a secondary plane defined as the floor. All of the “lighting” for the floor is a distance from center function. It was a good exercise because it made...

Session 002 - Beam Network

The second session was a jam on the first one. I love being free to copy and paste code without repercussions. There is a lot of cost in time for properly versioning and supporting shared code. This project is about output. For this first time in this project I explored a full screen background with an algorithm, using a combination of simple noise patterns. I also explored the proper use of multiple regl draw calls from the same draw function in order to draw the beams moving across the screen. The grid on the floor is pretty close to the...