Rendering ShaderToy shaders in Roblox with pure Luau. No GPU or 3D used. The CPU calculates pixels one at a time. Open Source: www.roblox.com/games/15719913377
Жүктеу.....
Пікірлер: 5
@alphalatinbet2 ай бұрын
This is fascinating!
@ReeceTheTroll
2 ай бұрын
if you did this on the roblox client a few years ago, you would not even get 1fps lol
@thinkwave7801Ай бұрын
this is really cool and i actually think it would make true 2d games feasible for once, i attempted a terraria clone once a year ago but motivation was pretty much instantly lost after i saw much work would have to be done to get a semi decent looking 2d renderer using frames and decals (editable image didn't exist at the time). also one thing i used to get around the pixel/resolution limit in my ray tracer was to split the screen into multiple editable images and dedicate each one to a different thread / "job" so the size of each editable image wont exceed the limit.. hopefully this limit is removed when it comes out of beta though; its pretty annoying to deal with blank pixels between editable images when the screen size doesn't go in hand with the amount of sub divisions 😅good luck with this though.
@ReeceTheTroll
Ай бұрын
I made a shape rendering shader where you define a table of shapes with positions and sizes and it would probably run well up to about 50-100 shapes. Each sprite/shape requires a completely new scan of the entire screen so fps is exactly correlated to sprite count.
@thinkwave7801
Ай бұрын
@@ReeceTheTroll ill be sure to check it out when I'm happy with my ray tracer, maybe ill pickup on that old project even. i hope you continue working on this though, it's a really cool module.. also, not really related to this but i saw a pretty optimised osu! client in Roblox that can also make Bezier curve shaped sliders and i was just thinking if this shader system would be a good upgrade from how it seems to render them currently (using lots of rotated frames).
Пікірлер: 5
This is fascinating!
@ReeceTheTroll
2 ай бұрын
if you did this on the roblox client a few years ago, you would not even get 1fps lol
this is really cool and i actually think it would make true 2d games feasible for once, i attempted a terraria clone once a year ago but motivation was pretty much instantly lost after i saw much work would have to be done to get a semi decent looking 2d renderer using frames and decals (editable image didn't exist at the time). also one thing i used to get around the pixel/resolution limit in my ray tracer was to split the screen into multiple editable images and dedicate each one to a different thread / "job" so the size of each editable image wont exceed the limit.. hopefully this limit is removed when it comes out of beta though; its pretty annoying to deal with blank pixels between editable images when the screen size doesn't go in hand with the amount of sub divisions 😅good luck with this though.
@ReeceTheTroll
Ай бұрын
I made a shape rendering shader where you define a table of shapes with positions and sizes and it would probably run well up to about 50-100 shapes. Each sprite/shape requires a completely new scan of the entire screen so fps is exactly correlated to sprite count.
@thinkwave7801
Ай бұрын
@@ReeceTheTroll ill be sure to check it out when I'm happy with my ray tracer, maybe ill pickup on that old project even. i hope you continue working on this though, it's a really cool module.. also, not really related to this but i saw a pretty optimised osu! client in Roblox that can also make Bezier curve shaped sliders and i was just thinking if this shader system would be a good upgrade from how it seems to render them currently (using lots of rotated frames).