Jelly world
A ray-marched jelly slider on a tray, until a critter pulls the lever and a candy world grows around it.
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Every example, drawn live on this page. Open one to play it.
A ray-marched jelly slider on a tray, until a critter pulls the lever and a candy world grows around it.
Blender's Classroom, its daylight and lamps baked on a second uv set, sunbeams through its dust.
Sand, water and lava falling cell by cell through a cave lit by its own glow.
A near gale at dusk: FFT waves, foam on the crests and a low sun under the deck.
Incense smoke curls from a swinging censer, simulated and lit on the GPU.
Lit scenes of models, shadows and post-processing.
A ray-marched jelly slider on a tray, until a critter pulls the lever and a candy world grows around it.
Blender's Classroom, its daylight and lamps baked on a second uv set, sunbeams through its dust.
A seller raises her lantern for a customer out of the rain; the potions are in focus and the market's lights blur into discs.
A Foucault pendulum in a sunlit brutalist hall, rendered with a sixth-gen texture.
A closed Blender cloister whose textures tile and turn by their transforms, its shade baked on a second uv set.
glTF hex tiles through a day, a tilt-shift miniature or in focus under the pointer.
20 000 swaying trees, drawn only where the camera or the sun sees them.
Scanned quiver trees and boulders on marched gravel, impostors past 40 m, sampled three ways.
A Calder mobile turning under a sky the environment bakes on the GPU, from noon to dusk.
Physics, growth and particles stepped on the GPU.
Sand, water and lava falling cell by cell through a cave lit by its own glow.
A near gale at dusk: FFT waves, foam on the crests and a low sun under the deck.
Incense smoke curls from a swinging censer, simulated and lit on the GPU.
A slime mould grows glowing threads across dark agar and connects the food it finds.
1 474 dominoes in late sun, shaded by ambient occlusion where they crowd; tap one and the wave runs.
Dig channels in clay and watch water from a spring flow downhill.
3 340 boids in a sorted neighbour grid, fed and lit from above.
Light through deep water and marine snow, stirred by the pointer.
Skinned crowds, solved limbs and soft bodies.
4 096 horses under sun cascades, skinned nearby and cards farther off, easing into a gallop when frightened.
300 skinned skeletons waking, wandering, fighting, flinching and falling in a moonlit courtyard, every clip started on the GPU.
Translucent jellies in any draw order; tap one and it flashes.
A spider walking over GPU-made hills, its legs solved with pmndrs/math.
A toy arm sorting painted blocks into towers on a workbench, its joints solved with wgpu-matrix.
Picking, labels and lines.
Planets wrapped in their own facts; tap one and its details type on.
Contour rings traced by a kernel, drawn as lit tubes in one draw of lines.
Something to play.
Pixel art printed on paper cards, critters moved on the GPU.
One technique each, small enough to read in one sitting.
Thin beams turning over a sky, embers rising through them, smoothed over frames with TAA.
Balls melting into a cube, a distance field marched per pixel, its edges smoothed with FXAA.
A territory map of 48 drifting towns, its regions flooded again every frame.
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