reorganise media

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Crispy 2024-08-27 22:40:58 +02:00
parent ab2010b7bc
commit a9b23b5a4e
26 changed files with 36 additions and 36 deletions

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@ -19,28 +19,28 @@ I have been using Blender since around August 2020 on and off, and did a course
<p>
<code>2022-01</code><br>
<a href="https://youtu.be/AfRJvExamX4">youtu.be/AfRJvExamX4</a><br>
<video src="/blender_media/critters.mp4" controls width="800"></video>
<video src="/media/blender/critters.mp4" controls width="800"></video>
</p>
<h2 id="alien-tree">Alien Tree</h2>
<p>
<code>2022-01</code><br>
<a href="/blender_media/alien_tree.png"><img src="/blender_media/alien_tree_preview.png" alt="Alien Tree" title="Click for full resolution"></a>
<a href="/media/blender/alien_tree.png"><img src="/media/blender/alien_tree_preview.png" alt="Alien Tree" title="Click for full resolution"></a>
</p>
<h2 id="decapod-alien">Decapod Alien</h2>
<p>
<code>2022-01</code><br>
<a href="/blender_media/decapod_shock.png"><img src="/blender_media/decapod_shock_preview.png" alt="Decapod Alien" title="Click for full resolution"></a>
<a href="/media/blender/decapod_shock.png"><img src="/media/blender/decapod_shock_preview.png" alt="Decapod Alien" title="Click for full resolution"></a>
</p>
<h2 id="crab">Crab</h2>
<p>
<code>2021-10</code><br>
<a href="/blender_media/crab.png"><img src="/blender_media/crab_preview.png" alt="Crab" title="Click for full resolution"></a>
<a href="/media/blender/crab.png"><img src="/media/blender/crab_preview.png" alt="Crab" title="Click for full resolution"></a>
</p>
<h2 id="shork-wallpaper">Shork Wallpaper</h2>
<p>
<code>2021-05</code><br>
This is a wallpaper for the game <a href="https://crispypin.itch.io/ld-48">Shork</a>.<br>
<a href="/blender_media/shork_wallpaper.png"><img src="/blender_media/shork_wallpaper_preview.png" alt="Shork Wallpaper" title="Click for full resolution"></a>
<a href="/media/blender/shork_wallpaper.png"><img src="/media/blender/shork_wallpaper_preview.png" alt="Shork Wallpaper" title="Click for full resolution"></a>
</p>
<p>
<a href="/">home</a><br>

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@ -70,25 +70,25 @@ All the below games except for <code>LD45: Mind the Gap</code> I made together w
<p>
<code>2024-08</code><br>
A shader that can display qr codes of any size, though it requires computing the error correction codes beforehand. Partially because it would be slow to do for every pixel every frame, but mostly because I couldn't find a resource explaining how to do it.<br>
<video loading="lazy" src="/media/qr_shader_bit_order.mp4" alt="" title="" controls ></video>
<video loading="lazy" src="/media/shaders/qr_shader_bit_order.mp4" alt="" title="" controls ></video>
</p>
<h3 id="quine">quine</h3>
<p>
<code>2024-08</code><br>
A <a href="https://en.wikipedia.org/wiki/Self-reproducing_program">quine</a> is a program that outputs its own source code. Since shaders don't have text or file outputs, a shader quine must render its own source code instead. This shader contains the font data required to be readable.<br>
<img loading="lazy" src="/media/shader_quine_198x99.png" alt="a large square of shader code, being rendered by itself" title="a large square of shader code, being rendered by itself"></img>
<img loading="lazy" src="/media/shaders/shader_quine_198x99.png" alt="a large square of shader code, being rendered by itself" title="a large square of shader code, being rendered by itself"></img>
</p>
<h3 id="golfed-quines">golfed quines</h3>
<p>
<code>2024-08</code><br>
Code golf is the art of shortening a program as much as possible while still producing a required behavior. I made a tiny version of the quine, only 2877 bytes large. At the end it does render some random characters, but I still consider it valid. When code golfing, undefined behaviour is part of the fun.<br>
<img loading="lazy" src="/media/shader_quine_2877.png" alt="a smaller wall of text, with a low-resolution font that is just barely readable" title="a smaller wall of text, with a low-resolution font that is just barely readable"></img>
<img loading="lazy" src="/media/shaders/shader_quine_2877.png" alt="a smaller wall of text, with a low-resolution font that is just barely readable" title="a smaller wall of text, with a low-resolution font that is just barely readable"></img>
</p>
<h3 id="sunset">sunset</h3>
<p>
<code>2023-02</code><br>
This is a single fragment shader, which means you can put it on any mesh and it will look the same.<br>
<img loading="lazy" src="/media/sunset_shader.png" alt="sunset over a calm ocean, with stars visible in the purple sky" title="sunset over a calm ocean, with stars visible in the purple sky"></img>
<img loading="lazy" src="/media/shaders/sunset_shader.png" alt="sunset over a calm ocean, with stars visible in the purple sky" title="sunset over a calm ocean, with stars visible in the purple sky"></img>
</p>
<h3 id="julia-fractal">julia fractal</h3>
<h2 id="andriod">andriod</h2>
@ -101,11 +101,11 @@ Using the app <a href="https://f-droid.org/en/packages/de.markusfisch.android.sh
<p>
<code>2024-05</code><br>
The 4x4 version divides the day into 2^16 sections, each one about 1.3s long, and displays the number of sections passed since midnight as a binary number.<br>
<img loading="lazy" src="/media/binary_clock_square.png" alt="a 4x4 grid of circles, some of which are filled" title="a 4x4 grid of circles, some of which are filled"></img>
<img loading="lazy" src="/media/shaders/binary_clock_square.png" alt="a 4x4 grid of circles, some of which are filled" title="a 4x4 grid of circles, some of which are filled"></img>
</p>
<p>
This 3-row version uses the traditional division of hours, minutes and seconds, just displaying the three numbers in binary.<br>
<img loading="lazy" src="/media/binary_clock.png" alt="3 rows of 5, 6 and 6 circles" title="3 rows of 5, 6 and 6 circles"></img>
<img loading="lazy" src="/media/shaders/binary_clock.png" alt="3 rows of 5, 6 and 6 circles" title="3 rows of 5, 6 and 6 circles"></img>
</p>
<h2 id="raymarching">raymarching</h2>
<h3 id="libgarbage">libgarbage</h3>
@ -117,32 +117,32 @@ libgarbage is my raymarching shader library, with which all the following shader
<p>
<code>2023-09</code><br>
An example scene made for libgarbage, showing most of the primitive shapes available.<br>
<video loading="lazy" src="/media/rm_demo_scene.mp4" alt="a collection of sdf primitives with a reflective material" title="a collection of sdf primitives with a reflective material" controls ></video>
<video loading="lazy" src="/media/shaders/rm_demo_scene.mp4" alt="a collection of sdf primitives with a reflective material" title="a collection of sdf primitives with a reflective material" controls ></video>
</p>
<h3 id="spinny-thing">spinny thing</h3>
<p>
<code>2023-07</code><br>
<video loading="lazy" src="/media/rm_spinny_thing.mp4" alt="" title="" controls ></video>
<video loading="lazy" src="/media/shaders/rm_spinny_thing.mp4" alt="" title="" controls ></video>
</p>
<h3 id="flesh-cube">flesh cube</h3>
<p>
<code>2023-07</code><br>
<video loading="lazy" src="/media/rm_flesh_cube.mp4" alt="disgusting pulsating fleshy cube" title="disgusting pulsating fleshy cube" controls ></video>
<video loading="lazy" src="/media/shaders/rm_flesh_cube.mp4" alt="disgusting pulsating fleshy cube" title="disgusting pulsating fleshy cube" controls ></video>
</p>
<h3 id="big-nut">big nut</h3>
<p>
<code>2023-09</code><br>
<video loading="lazy" src="/media/rm_big_nut.mp4" alt="a spinning metallic bolt and nut continually screwing and unscrewing itself" title="a spinning metallic bolt and nut continually screwing and unscrewing itself" controls ></video>
<video loading="lazy" src="/media/shaders/rm_big_nut.mp4" alt="a spinning metallic bolt and nut continually screwing and unscrewing itself" title="a spinning metallic bolt and nut continually screwing and unscrewing itself" controls ></video>
</p>
<h3 id="loops">loops</h3>
<p>
<code>2024-08</code><br>
<video loading="lazy" src="/media/rm_looping_loops.mp4" alt="11 rectangular frames moving through each other smoothly" title="11 rectangular frames moving through each other smoothly" controls loop=true></video>
<video loading="lazy" src="/media/shaders/rm_looping_loops.mp4" alt="11 rectangular frames moving through each other smoothly" title="11 rectangular frames moving through each other smoothly" controls loop=true></video>
</p>
<h3 id="boxes">boxes</h3>
<p>
<code>2024-08</code><br>
<video loading="lazy" src="/media/rm_boxes.mp4" alt="" title="" controls ></video>
<video loading="lazy" src="/media/shaders/rm_boxes.mp4" alt="" title="" controls ></video>
</p>
<h2 id="cellular-automata">cellular automata</h2>
<h3 id="game-of-life">game of life</h3>
@ -150,7 +150,7 @@ An example scene made for libgarbage, showing most of the primitive shapes avail
<p>
<code>2023-09</code><br>
See <a href="https://en.wikipedia.org/wiki/Elementary_cellular_automaton">Elementary cellular automaton (Wikipedia)</a>.<br>
<img loading="lazy" src="/media/rule_110.png" alt="elementary cellular automata 110" title="elementary cellular automata 110"></img>
<img loading="lazy" src="/media/shaders/rule_110.png" alt="elementary cellular automata 110" title="elementary cellular automata 110"></img>
</p>
<h3 id="wireworld">WireWorld</h3>
<h3 id="leniasmoothlife">Lenia/smoothlife</h3>

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@ -4,23 +4,23 @@ I have been using Blender since around August 2020 on and off, and did a course
## Alien Creatures animation
`2022-01`
[youtu.be/AfRJvExamX4](https://youtu.be/AfRJvExamX4)
<video src="/blender_media/critters.mp4" controls width="800"></video>
<video src="/media/blender/critters.mp4" controls width="800"></video>
## Alien Tree
`2022-01`
<a href="/blender_media/alien_tree.png"><img src="/blender_media/alien_tree_preview.png" alt="Alien Tree" title="Click for full resolution"></a>
<a href="/media/blender/alien_tree.png"><img src="/media/blender/alien_tree_preview.png" alt="Alien Tree" title="Click for full resolution"></a>
## Decapod Alien
`2022-01`
<a href="/blender_media/decapod_shock.png"><img src="/blender_media/decapod_shock_preview.png" alt="Decapod Alien" title="Click for full resolution"></a>
<a href="/media/blender/decapod_shock.png"><img src="/media/blender/decapod_shock_preview.png" alt="Decapod Alien" title="Click for full resolution"></a>
## Crab
`2021-10`
<a href="/blender_media/crab.png"><img src="/blender_media/crab_preview.png" alt="Crab" title="Click for full resolution"></a>
<a href="/media/blender/crab.png"><img src="/media/blender/crab_preview.png" alt="Crab" title="Click for full resolution"></a>
## Shork Wallpaper
`2021-05`
This is a wallpaper for the game [Shork](https://crispypin.itch.io/ld-48).
<a href="/blender_media/shork_wallpaper.png"><img src="/blender_media/shork_wallpaper_preview.png" alt="Shork Wallpaper" title="Click for full resolution"></a>
<a href="/media/blender/shork_wallpaper.png"><img src="/media/blender/shork_wallpaper_preview.png" alt="Shork Wallpaper" title="Click for full resolution"></a>
[home](/)

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@ -42,19 +42,19 @@ All the below games except for `LD45: Mind the Gap` I made together with [Erikbo
### partial QR code
`2024-08`
A shader that can display qr codes of any size, though it requires computing the error correction codes beforehand. Partially because it would be slow to do for every pixel every frame, but mostly because I couldn't find a resource explaining how to do it.
==video:"/media/qr_shader_bit_order.mp4"
==video:"/media/shaders/qr_shader_bit_order.mp4"
### quine
`2024-08`
A [quine](https://en.wikipedia.org/wiki/Self-reproducing_program) is a program that outputs its own source code. Since shaders don't have text or file outputs, a shader quine must render its own source code instead. This shader contains the font data required to be readable.
==image:"/media/shader_quine_198x99.png":"a large square of shader code, being rendered by itself"
==image:"/media/shaders/shader_quine_198x99.png":"a large square of shader code, being rendered by itself"
### golfed quines
`2024-08`
Code golf is the art of shortening a program as much as possible while still producing a required behavior. I made a tiny version of the quine, only 2877 bytes large. At the end it does render some random characters, but I still consider it valid. When code golfing, undefined behaviour is part of the fun.
==image:"/media/shader_quine_2877.png":"a smaller wall of text, with a low-resolution font that is just barely readable"
==image:"/media/shaders/shader_quine_2877.png":"a smaller wall of text, with a low-resolution font that is just barely readable"
### sunset
`2023-02`
This is a single fragment shader, which means you can put it on any mesh and it will look the same.
==image:"/media/sunset_shader.png":"sunset over a calm ocean, with stars visible in the purple sky"
==image:"/media/shaders/sunset_shader.png":"sunset over a calm ocean, with stars visible in the purple sky"
### julia fractal
## andriod
`2024-05`
@ -63,10 +63,10 @@ Using the app [Shader Editor](https://f-droid.org/en/packages/de.markusfisch.and
### binary clock variants
`2024-05`
The 4x4 version divides the day into 2^16 sections, each one about 1.3s long, and displays the number of sections passed since midnight as a binary number.
==image:"/media/binary_clock_square.png":"a 4x4 grid of circles, some of which are filled"
==image:"/media/shaders/binary_clock_square.png":"a 4x4 grid of circles, some of which are filled"
This 3-row version uses the traditional division of hours, minutes and seconds, just displaying the three numbers in binary.
==image:"/media/binary_clock.png":"3 rows of 5, 6 and 6 circles"
==image:"/media/shaders/binary_clock.png":"3 rows of 5, 6 and 6 circles"
## raymarching
### libgarbage
`2023-07`
@ -74,28 +74,28 @@ libgarbage is my raymarching shader library, with which all the following shader
### libgarbage demo
`2023-09`
An example scene made for libgarbage, showing most of the primitive shapes available.
==video:"/media/rm_demo_scene.mp4":"a collection of sdf primitives with a reflective material"
==video:"/media/shaders/rm_demo_scene.mp4":"a collection of sdf primitives with a reflective material"
### spinny thing
`2023-07`
==video:"/media/rm_spinny_thing.mp4"
==video:"/media/shaders/rm_spinny_thing.mp4"
### flesh cube
`2023-07`
==video:"/media/rm_flesh_cube.mp4":"disgusting pulsating fleshy cube"
==video:"/media/shaders/rm_flesh_cube.mp4":"disgusting pulsating fleshy cube"
### big nut
`2023-09`
==video:"/media/rm_big_nut.mp4":"a spinning metallic bolt and nut continually screwing and unscrewing itself"
==video:"/media/shaders/rm_big_nut.mp4":"a spinning metallic bolt and nut continually screwing and unscrewing itself"
### loops
`2024-08`
==video:"/media/rm_looping_loops.mp4":"11 rectangular frames moving through each other smoothly":loop=true
==video:"/media/shaders/rm_looping_loops.mp4":"11 rectangular frames moving through each other smoothly":loop=true
### boxes
`2024-08`
==video:"/media/rm_boxes.mp4"
==video:"/media/shaders/rm_boxes.mp4"
## cellular automata
### game of life
### rule 110
`2023-09`
See [Elementary cellular automaton (Wikipedia)](https://en.wikipedia.org/wiki/Elementary_cellular_automaton).
==image:"/media/rule_110.png":"elementary cellular automata 110"
==image:"/media/shaders/rule_110.png":"elementary cellular automata 110"
### WireWorld
### Lenia/smoothlife
## godot