New blog post! Tilemaps, framebuffers, sprites, interlacing, video problems, corporate: see it all, with Nintendo's Popeye! https://t.co/nAUGkoHqgH

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UNIT W is part of 's Unit series of four real time animations with an identical core algorithm but variations in color and direction of movement.

The ruleset for the animation has been implemented in a deterministic fragment shader with a feedback framebuffer.

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when your plan to do masking layers takes up 40% of the gpu cause you create 2500+ framebuffer objects every second
big brain

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