Simulating a buffer in a Craft Shader

… I have wanted to figure out how to do this for forever, and thanks to ChatGPT, I finally did. It was a lot of work, and tbh I’m not sure it’s worth it.

The solution I found isn’t very generalizable to other situations. I had visions of making craft versions of all the cool old things people used to do here with meshes. But many of them still aren’t, I think, feasible, even with this method.

Plus this method is a real pain in the neck to begin with! So I think this is a wistful farewell to my Codea shader experiments.

Still I am super glad I could put this demo to rest. Whew! Happy to post a zip if anyone wants.

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Undulate: mesh v Craft.zip (129.7 KB)

Aw heck here’s a zip of the project.

Hey, don’t know how it happened but I ended up working on a openGL ray tracer inside Codea. One of the issues I still I have is craft.models missing positions vec3 values.




when using custom models. It renders fine to the craft scene but plotting all the positions leaves gaps in the models. So yeah, you can mess with craft buffers but I wouldn’t use them till I can figure out a solution. Specially annoying when the only workaround is creating my own 3D model parser.