#renderer

2025-06-16

Welcome to the Progress Renderer beta test for version 1.6

Welcome to the Progress Renderer beta test for version 1.6 #rimworld #progress #renderer #beta #progressRendererBeta

rimworld.gallery/m/progressRen

2025-06-12

Another npr render. One of my old model.

2025-06-03

Another pencil / ink render made in Fusion. Model from Sculptris / Blender.

2025-06-02

Renderer (kind of) I've made it in Fusion 7 (Blackmagic). Model was done in Blender, exported and rendered in Fusion. Paper, pencil drawing, procedural handwriting and other things was created with Fusion compositing / image tools.

Orhun Parmaksız 👾orhun@fosstodon.org
2025-05-13

Ratatui started as a terminal UI library... but now it's something else.

🐁 Meet "**soft_ratatui**" — A pure software renderer backend

🌐 No terminal or GPU required. TUI everywhere.

🦀 All powered by Rust!

⭐ GitHub: github.com/gold-silver-copper/

#rustlang #ratatui #tui #backend #renderer #wasm #gamedev #egui #terminal

2025-03-28

May I present:

The Rectangle!

#renderer #graphics #fml

A red image (a depth texture) showing glitchy dark and black shapes. This was supposed to be a perspective-transformed rectangle.
2025-03-04

Want to integrate custom #3D renderers with Qt? This KDAB Training Day (8 May) course covers Qt’s #graphics stack, Vulkan-based renderers, and KDGpu for easier #Vulkan handling. Work with modern rendering APIs in Qt 6. Early bird tickets: training.kdab.com/ktd25/ #QtDev #Renderer

Karsten Schmidttoxi@mastodon.thi.ng
2025-02-16

Undefined terrain (2010)

Early research sketches for an experimental, mapping/GIS-inspired UI prototype. The idea was to place different content pieces on an initially empty flat surface and then use traffic/access patterns to erode the space around each item, slowly forming a 2.5D terrain of valleys/canyons visualizing/revealing navigational usage patterns and creating a vast navigable space. My initial prototype (shown here) was for the terrain to be constructed from a pre-rendered set of isometric tiles with pre-baked ambient occlusion shadow maps (for which I wrote a custom AO renderer in Java). The thousands of tiles were loaded as a single PNG sprite sheet for in-browser canvas drawing (this was before WebGL)... Terrain erosion simulation was done dynamically via my toxiclibs simutils library (which I partially ported to JavaScript)...

(Later on I built a cloud-based tool to create better simulations, use #Sunflow with custom extensions to pre-render daily super high-resolution maps, slice results into thousands of map tiles/zoom levels and then use Google Maps API with a custom map layer to create the UI. Sadly the entire project was cancelled just before launch...

#Vintage #UI #Prototype #Mapping #Isometric #AmbientOcclusion #Renderer

Screenshot of an isometric voxel tile-based terrain grayscale render of an eroded landscape with randomly scattered markers, each having an "undefined" tag and using color coding to indicate hypothetical grouping of content. Each tile has pre-baked ambient occlusion (shadow maps) and elevation has an inverse mapping to brightness (i.e. higher elevations are tinted darker). The max elevation layer has a repeating "b.pro" pattern embossed...Screenshot of an isometric voxel tile-based terrain grayscale render of an eroded landscape with randomly scattered markers, each having an "undefined" tag and using color coding to indicate hypothetical grouping of content. Each tile has pre-baked ambient occlusion (shadow maps) and elevation has a direct mapping to brightness (i.e. higher elevations are lighter). The max elevation layer has a repeating "b.pro" pattern embossed...Screenshot of a 20x20 grid of pre-rendered tiles, each with pre-baked ambient occlusion and using different color hues and tile/rode size to visualize elevation.Screenshot of a grayscale (almost white and white) ambient occlusion render of a terrain consisting of multi-scale subdivided tiles of different elevations (based on a signed-distance field)
Vertexwahnvertexwahn
2025-02-15

You can now buy our Avoyd voxel editor and renderer tool directly from our independent store:
enkisoftware.com/products

We use Paddle for payments. We've also reworked the page to clarify the differences between the FREE and PAID options. All feedback is welcome

#Avoyd #Voxel #VoxelEditor #Renderer #IndieDev #IndieGameDev #VoxelGameDev #3D #Software #Tool

A few days ago I noticed someone posting about their system with 2x256 Thread CPUs, & this reminded me I needed to update Avoyd to support >256 threads.

The change here was to remove the hardcoded limit in the in-built profiler, a modified version of MicroProfile github.com/dougbinks/microprof by @morfar

Avoyd ships with the profiler because in addition to preferring to ship what we test, the profiler markers are used as part of our crash report.

#Avoyd #Voxel #VoxelEditor #Renderer #Parallel

2025-01-14

Learn to integrate custom 3D renderers with Qt at the KDAB Training Day (8 May). This course explores Qt's #graphics stack, shows how to work with Vulkan-based renderers, introduces KDGpu for easier #Vulkan handling, and more. Early bird tickets available on training.kdab.com/ktd25/ #QtDev #3D #Renderer

2025-01-05

Work on #Vulkan renderer grant from #NLnet Foundation is progressing, with both forward and deferred #renderer having most features finished now. Optimization and #vr support is coming next. #opensource #foss

Screenshot of a virtual world in Overte containing tower on an island floating high in the sky over planet with bright red atmosphere.Screenshot of a virtual world in Overte containing tower on an island floating high in the sky over planet with bright red atmosphere.Screenshot of tropical island world in Overte

It's Creator Day on itch.io today!

Buy #Avoyd voxel editor and renderer and try out the beta to path trace your largest heightmaps and Minecraft worlds

enkisoftware.itch.io/avoyd

#VoxelEditor #Renderer #IndieDev #GameDev #itch_io #CreatorDay #Minecraft #VoxelArt #Render

Drehmal, a large Minecraft island with various biomes. Top-down voxel render made in Avoyd.Avoyd voxel render of 16bit heightmap of Kauai
DimaLinkDimaLink
2024-10-17

Bug under the lamp is having his free time

Three dimensional scene for today based on bug. My friend. Which is sitting under the lamp and he is bask under the lamp. Today, it is autumn and it is getting colder. And bug is sitting under the lamp and bask. And it is good and warm for him there.

tgfrerertgfrerer
2024-09-25

Peek preview -- Island on Wayland

pablolarahpablolarah
2024-09-19

🔴 Pixi JS

The HTML5 Creation Engine

Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.

pixijs.com/

Pixi JS logo on pink background.
2024-08-19
At this point this is nolonger a #model ..

But a #crash test

For the #mmd / #vrm #renderer and my #pc

:crazylaugh:

107 Strands of hairbundles

#Snowwhite here .. #Shanoa over here might aswell be #LOreal s poster.

"Wanna look #fabulous while hunting #Dracula ?
Look no further"

I'd SO buy that
Also I'm apparantly ineligible for #vampirehunting as my #hair doesnt grow that long :ygoprodeck_funny:
Shanoa #mmd #vroid #wip

Working on a table layout for Materials in #Avoyd It should enable sorting. Also showing the Minecraft biomes in the screenshot.

When we import a Minecraft map into Avoyd, each Minecraft block is converted to a voxel with a single material assigned.

#VoxelEditor #Renderer #Minecraft #Voxel #IndieDev

Avoyd voxel editor open with an imported Minecraft map. 

The UI shows the Materials window with the current grid of coloured material swatches. Swatches at the bottom of the grid represent the new Minecraft biomes.

Below the grid, a table shows a subset of materials and their properties.

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