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Paper mesh deformation with pure 2D canvas API. The sheet is built as a grid of points, not as one flat image. Each point keeps its base position, current position, previous position, and a small fake depth value. When I drag one area, the code pulls the nearest point...

17,732 görüntüleme • 6 ay önce •via X (Twitter)

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Luke profil fotoğrafı
Luke6 ay önce

Is this live? I want to play around with these sheets lol

Shiyam Kashfiq profil fotoğrafı
Shiyam Kashfiq6 ay önce

Impressive physics work, clean visuals on canvas

San profil fotoğrafı
San6 ay önce

can we get any tutorial for it?

Imran Hossen profil fotoğrafı
Imran Hossen6 ay önce

That’s seriously clean — building a full constraint-based mesh with just 2D canvas is impressive. Love how you’re combining physics (constraints + solver) with texture-driven behavior. The fold map driving stiffness and depth is a really smart touch. Feels like one of those projects where the “no WebGL” part makes it even more interesting.

JayBorda profil fotoğrafı
JayBorda6 ay önce

So cool!

Leonel ADAGBE profil fotoğrafı
Leonel ADAGBE6 ay önce

Love it, that's so nice and amazing how you use Physics on 2D canvas

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Everything far away in a game engine can feel small, flat, and washed out. That is correct perspective, but it can make for some poor scenery sometimes. Two features I've added to my engine try to fight against that: Spatial Recession magnifies the distance. After a vertex is projected I push its screen position outward from center. Near geometry is untouched. It only moves x and y, never depth, so nothing sorts differently and nothing z-fights. The result is a long lens bolted onto the far half of a wide one: the tower and the ridgeline loom instead of receding, while I keep the wide field of view I actually play in (FOV is identical in both of these examples). Dimensional Falloff is four distance ramps on the surface itself. Lighting contrast flattens so distant hills stop having a hard lit side and a hard dark side, which is what haze does in real life. Color then desaturates toward its own brightness to fake more distance. Then that desaturated color is pushed, and that is the one doing most of the visible work here. Last is texture detail, with a custom MIP value based on distances. All of it keys off real radial distance from the camera rather than depth This is so it stays put when you turn your head. Performance cost is next to nothing. The recession is two lines in the vertex shader. The falloff is a few lerps at the end of the pixel shader, which was already computing that distance for the mip bias anyway. Quite happy with the results, what do you think? #gamedev

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86,335 görüntüleme • 1 ay önce

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Spike 1%

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Bilbo Baggins: When a Life Is Stretched to Its Limit There is a line spoken by Bilbo Baggins in The Lord of the Rings that has stayed with me: “I’m old, Gandalf. I know I don’t look it, but I’m beginning to feel it in my heart. I feel thin, sort of stretched, like butter that has been scraped over too much bread.” At first, this might sound like nothing more than the complaint of someone who has lived too long. But what caught my attention was not that Bilbo says he is old. It is the way he describes that feeling: “I feel thin.” He does not say that he is in pain. He says that he is being stretched. And from there, I began to see this line as an image of a being carrying a burden greater than the scope of an ordinary life. This is my personal interpretation. Tolkien does not directly present a concept of “capacity” or “the elasticity of a life” in the way I am using those ideas here. I am simply taking Bilbo’s own image of “butter and bread” and using it to look more deeply into the feeling he is describing. Too Much Bread and Too Little Butter If I had to imagine that feeling through another image, I would think of a balloon. When it is in its natural state, it has a certain shape. As the pressure increases, it begins to stretch. It has not burst. But it is no longer in its original state. And I think Bilbo is much the same. He has possessed the Ring for sixty years. Yet what is remarkable is that, after all that time, Bilbo is still Bilbo. He still loves the Shire, loves Bag End, cares about Frodo, writes books, smokes, and talks with Gandalf. The Ring has affected him, but it has not completely taken over who he is. That is why I do not think Bilbo’s endurance should simply be understood as: “He was so strong that the Ring could not affect him.” Quite the opposite. The words “I feel thin, sort of stretched...” show that he has already begun to feel that pressure from within. And this is where the image of “butter and bread” becomes especially interesting. The piece of bread does not necessarily have to be understood as the Ring itself. In the way I see it, it is something broader. It is the entire scope of what Bilbo is carrying: the passing years, his unusual existence, the pressure of the Ring, and everything that comes with it. The butter, meanwhile, is Bilbo himself. A finite being with finite capacity. A little butter is enough for a reasonably sized piece of bread. But when it has to be spread across a piece of bread that is too large, it has to become thinner. And that is what I feel in Bilbo. It is not that he suddenly becomes weak. It is that the same being is having to stretch itself to accommodate a burden that has grown beyond the boundaries of an ordinary life. “Stretched” Does Not Mean Destroyed This is the part I find most important. Bilbo is still alive. He is still himself. He still has things he loves and still has the ability to experience the world around him. But something has appeared within him that perhaps was not there before: He feels that he is being stretched too thin. So, being “stretched” does not mean that Bilbo has been destroyed. It shows that he is still enduring, but that his endurance has begun to leave a mark. Being able to endure does not mean being unaffected. A person can endure something for a very long time and still become tired. Someone can continue living almost normally while inwardly feeling that they are being stretched too thin. Bilbo is in precisely that state. And perhaps that is why his next words feel so natural: “I need a holiday, a very long holiday...” I like the way Bilbo says this. He does not try to prove that he can endure more. He simply realizes that he needs to leave. To me, this is a remarkable form of awareness. Bilbo does not wait until he has completely lost himself before recognizing the problem. He realizes that he is being stretched. And from that realization, he wants to step away from the circumstances creating that pressure. Recognizing Your Limit Is Also a Form of Strength If we continue with the image of the balloon, Bilbo has enough elasticity to withstand that pressure for decades. But that elasticity is not infinite. The more it is stretched, the farther it moves from its original state. And what catches my attention most is that Bilbo is still aware enough to recognize this. From this perspective, I see Bilbo’s decision to leave in a different way. He does not leave because he has failed. He leaves because he has recognized his limit. To me, this is much more meaningful than simply saying that Bilbo is “strong” because he was able to possess the Ring for so long. A being can be remarkably resilient and still have limits. And being able to recognize those limits is not weakness. It is awareness. Bilbo does not say: “I can endure more.” He says, in a very different way: “I need a holiday.” Perhaps that simplicity is exactly what makes the line so thought-provoking. He does not need to prove how strong he is. He only needs to be honest about what he is feeling. Why Is the Image of the “Butter” So Sad? That is also why I find Bilbo’s image of the butter so sad. Bilbo is still there. He has not disappeared. He has not been destroyed. But he feels as though he has been spread too thin. The image does not describe a moment of collapse. It describes a process. The burden creates pressure. The pressure forces Bilbo to adapt. That prolonged adaptation makes him feel increasingly stretched. And eventually, he realizes that he cannot continue that way forever. That is what makes the words “I feel thin” so important. “Thin” is not a declaration of weakness. It is a sign that a being has been pulled away from its natural state for too long. And recognizing that opens a choice for Bilbo: To leave. It makes me see Bilbo differently: “Bilbo is not a being that cannot be stretched; he is a being that has endured pressure for a very long time, yet remained aware enough to recognize that his capacity to stretch is not infinite.” And perhaps that is what I like most about this line. Strength is not always about enduring more. Sometimes, strength is knowing that you have endured enough.

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15,306 görüntüleme • 1 ay önce

Gpt image 2 + Seedance 2.5 on Higgsfield Prompt: 30-SECOND CINEMATIC SHORT Create a 30-second cinematic sequence with the visual discipline of a major feature film. The world is entirely made from paper, cardboard, ink, and delicate handcrafted materials. 00:00–00:05 — THE FIRST FOLD Begin with an extreme macro shot of a blank sheet of textured paper. A single fold slowly forms across its surface. Lens: 100mm macro Camera: Completely static Soft daylight moves across the paper as the fold continues. Cut precisely as the paper reaches its final shape. 00:05–00:11 — THE CITY EMERGES Transition into a 50mm shot. The folded paper begins forming miniature streets and architectural structures. Buildings rise naturally from the surface through carefully constructed paper folds. The camera slowly tracks sideways. Tiny windows catch the light. Nothing feels computer-generated; every surface should have believable paper fibers, folds, shadows, and imperfections. 00:11–00:17 — THE REVEAL Move into a 35mm shot. The camera pulls backward. The small arrangement is revealed as an enormous handcrafted paper city stretching across a large table. Roads connect different districts. Bridges cross miniature rivers. Paper trees move gently from an unseen breeze. 00:17–00:23 — MORNING Transition into a slow overhead crane shot. Warm sunlight gradually spreads across the paper city. Shadows from the buildings become longer and more defined. Tiny paper windows begin reflecting the sunlight. The camera continues rising, revealing the geometric relationship between the streets and buildings. 00:23–00:27 — THE DETAIL Cut to an 85mm close-up. Focus on a tiny paper clock mounted on one building. The clock moves forward by one minute. Rack focus from the clock to the miniature skyline behind it. 00:27–00:30 — FINAL IMAGE Return to an extreme wide shot. The entire paper city sits beneath a large studio window. The morning light completely fills the miniature world. Camera slowly pulls backward until the city becomes a small object within the larger room. Fade to black. CINEMATOGRAPHY Large-format feature-film aesthetic. 100mm macro for texture. 85mm for detail. 50mm for natural perspective. 35mm for environmental shots. Controlled dolly and crane movements. Realistic depth of field. Natural focus transitions. Soft motion blur. Subtle lens imperfections. No artificial camera shake. MATERIAL DIRECTION Every surface must visibly behave like physical paper. Visible paper fibers. Natural folds. Tiny imperfections. Soft cardboard edges. Realistic contact shadows. Believable paper thickness. Natural material deformation. LIGHTING Soft morning daylight. Large window as the primary source. Natural bounce light. Gentle shadows. Subtle warm highlights. No artificial neon effects. No excessive visual effects. CONTINUITY The same paper city throughout the entire sequence. Buildings maintain identical shapes and positions. Roads remain connected. Paper materials remain consistent. No random transformations. No flickering. No duplicated structures. No sudden environmental changes. DIRECTOR’S NOTE Treat this as a miniature feature film, not a visual-effects demonstration. The camera should discover the world gradually. Start intimate. Reveal scale. Return to detail. Finish wide. The audience should feel that they are watching a real handcrafted world photographed with a cinema camera. Photorealistic 4K • tactile materials • feature-film cinematography • sophisticated lighting • realistic miniature photography • cinematic depth • precise camera movement • seamless visual continuity.

K

22,472 görüntüleme • 1 ay önce