Thomas Hooper

Thomas Hooper

@tdhooper.bsky.social

Code artist. Graphics programmer (ex Jumpship Studio). Web developer (ex Last.fm). he/him mastodon.gamedev.place/@tdhooper · x.com/tdhooper · stainlessvision.com

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Hi Bluesky! With the sudden closure of Jumpship, I'm looking for a new role I'm looking for anywhere I can make beautiful things with code, my ideal role would be a mix of graphics programming, technical art, and gameplay programming (or anything else interactive)

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Finding a camera path that loops seamlessly is straightforward if you're just spinning around an object, or zooming in to a point... but I wanted a path that seamlessly loops between two parts of any self-similar fractal.

Let's post some old work with a little behind-the-scenes This loop, Fractal Polycephaly, won the 2019 Revision Demoparty animated GIF competition It's rendered entirely within a raymarching shader, there's no polygonal geometry

Let's post some old work with a little behind-the-scenes This loop, Fractal Polycephaly, won the 2019 Revision Demoparty animated GIF competition It's rendered entirely within a raymarching shader, there's no polygonal geometry

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Let's post some old work with a little behind-the-scenes This loop, Fractal Polycephaly, won the 2019 Revision Demoparty animated GIF competition It's rendered entirely within a raymarching shader, there's no polygonal geometry

View full thread

Let's post some old work with a little behind-the-scenes This loop, Fractal Polycephaly, won the 2019 Revision Demoparty animated GIF competition It's rendered entirely within a raymarching shader, there's no polygonal geometry

View full thread

Let's post some old work with a little behind-the-scenes This loop, Fractal Polycephaly, won the 2019 Revision Demoparty animated GIF competition It's rendered entirely within a raymarching shader, there's no polygonal geometry

View full thread

Before I continue, a primer on ray marching SDFs: While ray marching, you take your current position on the ray, with which query the SDF for the distance to the geometry surface, and step forward along the ray by that distance. Eventually you either converge onto the surface, or shoot past it

I fragment the head into little hexagon tiles, so how do we find the distance to the closest tile from some position in space? We could loop through a list of tile positions, calculate the SDF for each one, and return the smallest distance... but this becomes expensive for all those march iterations

Let's post some old work with a little behind-the-scenes This loop, Fractal Polycephaly, won the 2019 Revision Demoparty animated GIF competition It's rendered entirely within a raymarching shader, there's no polygonal geometry

Creating a realistic head this way, with just code, is no easy task. To make life easier I grabbed a polygonal modal from Daz 3D, and 'traced' it with my SDF I made a couple of views to visualize the difference between the poly and sdf geometry, a left/right split, and a camera-depth comparison

Hi Bluesky! With the sudden closure of Jumpship, I'm looking for a new role I'm looking for anywhere I can make beautiful things with code, my ideal role would be a mix of graphics programming, technical art, and gameplay programming (or anything else interactive)

View full thread

Hi Bluesky! With the sudden closure of Jumpship, I'm looking for a new role I'm looking for anywhere I can make beautiful things with code, my ideal role would be a mix of graphics programming, technical art, and gameplay programming (or anything else interactive)

I've been in games for 5 years, and was in web for 12. I've strong c#, hlsl/glsl, graphics, path-tracing, proc-gen, python, and js experience, and welcome picking up new tools on the job.

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