the neat thing about ray marching and signed distance functions is doing computational geometry type stuff is real easy
for example this is the intersection between two spheres
it's just a max function on their distance functions

also the ray tracing worked exactly as i intended and that's a decent feeling

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

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jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

jess plays with raymarching 

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jess plays with raymarching 

jess plays with raymarching 

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