Wow, great work! The window size was a little too big for my puny laptop, but even in a tiny 300x300px window the fractals looked absolutely amazing. Your code is also very clean, congrats on that too.
I added (animated) color to the rendering function. The coloring works well for some of your examples but poor for others. Maybe you can use it
Regarding the canvas issue: If your graphics card does not support canvases, the change that it will support pixel effects is rather slim...
DEFract 0.5 - 3D fractal explorer. Now with GUI!
Re: DEFract 0.4 - A 3D fractal explorer
- Attachments
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- defract-color.love
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Re: DEFract 0.4 - A 3D fractal explorer
Error in fractal code
[string "graphics.lua"]:1365:Cannot compile shader:
Fragment shader(s) failed to link, no vertex shader(s) defined.
Fragment Shader not supported by HWWARNING: 0:67: implicit cast from int to float
I tried to run in on my brother's PC, he has an ATI Radeon X300/X550/X1050 Series, I ghet the error above. VRLD's one also has the red piece
[string "graphics.lua"]:1365:Cannot compile shader:
Fragment shader(s) failed to link, no vertex shader(s) defined.
Fragment Shader not supported by HWWARNING: 0:67: implicit cast from int to float
I tried to run in on my brother's PC, he has an ATI Radeon X300/X550/X1050 Series, I ghet the error above. VRLD's one also has the red piece
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
Re: DEFract 0.4 - A 3D fractal explorer
Wow, it's becoming quite psychedelic! I love it!
I will integrate this btw, with some modif to be able to disable the animation ('cause it's hard to edit the code while an animated fractal is calculated, my gpu is burning )
Thanks for the comment about the code vrld (but I think the lua part of the code is becoming quite bloated). In vector3d.lua you can see some desesperate atempts to make a 3D rotation based on your lib
To people who runs it really smoothly, I'm jealous.
Wow, this topic is growing fast. I got an exam tomorrow, so I won't be able to progress today.
I will integrate this btw, with some modif to be able to disable the animation ('cause it's hard to edit the code while an animated fractal is calculated, my gpu is burning )
Thanks for the comment about the code vrld (but I think the lua part of the code is becoming quite bloated). In vector3d.lua you can see some desesperate atempts to make a 3D rotation based on your lib
Goddamn, I can't find this cast! (with the line number that don't correspond to the lua string and my concatenation of code, it's hard to find the faulty line). What I don't understand is that in GLSL 1.20 casting from int to float is OK. Well, I'll make a sign when I find this one.Nixola wrote:Error in fractal code
[string "graphics.lua"]:1365:Cannot compile shader:
Fragment shader(s) failed to link, no vertex shader(s) defined.
Fragment Shader not supported by HWWARNING: 0:67: implicit cast from int to float
You will live under The Mark of The Mole.coffee wrote:OMG! A Residents based icon? What a cryptic taste! You are indeed the Great Eye(ball) among us! I shall obey you master!
Hey! Archlinux here too . Well, seeing your comment I tried with the free nouveau driver, and it sent me a assertion failed. Using mesa-git and nouveau-git from AUR solved the issue (but with bad perfs, and segfault when I quit :p). I'm not comfortable with all the mesa things, and I don't know AMD fusion but maybe it'll work better with another driver (I don't know there's a proprietary and a free driver for AMD fusion)... (and also it's hard to correct crashes without errors ) You tried with Windows?nkorth wrote:I'm on Arch Linux with AMD Fusion and it froze my entire system. Awesome screenshots though!
To people who runs it really smoothly, I'm jealous.
Wow, this topic is growing fast. I got an exam tomorrow, so I won't be able to progress today.
Current project : 3D fractal explorer DEFract ( viewtopic.php?t=9193)
Github : https://github.com/plule/ | Twitter : http://twitter.com/plule_
Github : https://github.com/plule/ | Twitter : http://twitter.com/plule_
- bartbes
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Re: DEFract 0.4 - A 3D fractal explorer
Well, it's not that it's not allowed, it's that you should do so with a cast, not let the compiler do it implicitly.Patalo wrote:What I don't understand is that in GLSL 1.20 casting from int to float is OK. Well, I'll make a sign when I find this one.
Re: DEFract 0.4 - A 3D fractal explorer
My friend has got many computers
On a notebook, with an AMD Radeon HD 7450M it runs more smoothly than on his other PC!
On a notebook, with an AMD Radeon HD 7450M it runs more smoothly than on his other PC!
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
Re: DEFract 0.4 - A 3D fractal explorer
very very cool looking, now if only i could understand it :/
edit// i may not know what excectly i did but i made it colorful version extra colorful but changing lines 79-83 to
edit// i may not know what excectly i did but i made it colorful version extra colorful but changing lines 79-83 to
Code: Select all
color.a = 1. - float(i)/maxIterations;
color.xyz = wrap(p / length(p));
color.x = dot(color.xzy, color.zyx) * .1 + .9 * wrap(time * .05);
color.y = color.y + 10;
color.z = (color.z * .7 + .5) * color.a;
Re: DEFract 0.4 - A 3D fractal explorer
This is pretty cool. It would be cool to see a less intensive application used in a game somehow, perhaps for particle effects. Anyways, I took this screen because it reminded me of a tunnel of some sort in a sci-fi environment, like Star Wars or Mass Effect.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.
Re: DEFract 0.4 - A 3D fractal explorer
I was thinking about this. Since the fractals are defined by a function that take a point in the space and calculate how far is the fractal from this point, it would be really easy to calculate collisions. But using theses functions outside of the shader happens to be a nightmare. I tried this to have an automatic adjustement of the precision of the render (if you are close from a surface, it's more precise and you are slower), but there is a lot of things I don't understand (like points in the space that act like if they are in the fractal), so it's a bit disapointing...Lafolie wrote:This is pretty cool. It would be cool to see a less intensive application used in a game somehow, perhaps for particle effects
Current project : 3D fractal explorer DEFract ( viewtopic.php?t=9193)
Github : https://github.com/plule/ | Twitter : http://twitter.com/plule_
Github : https://github.com/plule/ | Twitter : http://twitter.com/plule_
Re: DEFract 0.4 - A 3D fractal explorer
I think that just rendering them in 2D as 'hit sparks' or something would be cool. Or for a trippy background like the Sonic special stages.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.
- zipperipper
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Re: DEFract 0.4 - A 3D fractal explorer
All instances of it run fine for me, I have AMD Radeon HD 6670.
Error 404, consciousness not found.
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