GM Shaders Mini Tuts

GM Shaders Mini Tuts Substack focuses on providing concise tutorials on shader programming for game developers. It covers diverse aspects like color spaces, dithering, blending algorithms, noise generation, lighting effects, material rendering, optimization techniques, and visual effects. The content ranges from basic principles to advanced concepts, including guest insights on practical applications in game development.

Shader Programming Color Theory Graphics Optimization Lighting and Materials Mathematics in Shaders Visual Effects Game Development Tools and Techniques Advanced Graphics Techniques

The hottest Substack posts of GM Shaders Mini Tuts

And their main takeaways
0 implied HN points 07 Oct 22
  1. ShaderToy is a platform for testing GLSL shaders that can be ported to GameMaker
  2. When porting ShaderToy shaders to GameMaker, adjust shader format and set necessary uniforms
  3. GM limitations like WebGL version and function substitutions need to be considered for compatibility
0 implied HN points 20 Feb 22
  1. New tutorial on basic color effects like inverting colors, grayscale, and sepia tone
  2. Collaborating with Bart for more efficient tutorial production
  3. Future tutorials will cover advanced color effects with a planned content schedule
0 implied HN points 16 Sep 22
  1. Raymarching is a useful raycasting algorithm for shader enthusiasts.
  2. Distance fields help define shapes in raymarching, like spheres, and combining shapes.
  3. SDFs can be used for various effects in shaders, like inverting shapes and creating repetitions.
0 implied HN points 19 May 23
  1. The Jump Flooding Algorithm can be used to generate distance fields around textures for various effects like outlines, shadows, and glows.
  2. The algorithm involves multiple passes sampling a 3x3 area at varying scales, focusing on opaque pixels and empty space.
  3. You can make variations to the algorithm based on your needs, like using floating-point surfaces for a greater distance range or calculating the internal distance for a proper SDF.
0 implied HN points 16 Jul 22
  1. Tutorial on advanced color effects including brightness, contrast, hue, saturation, value, and more
  2. Next step in tutorial series will cover blur effects like motion, Gaussian, zoom, rotation, and more
  3. Collaborative shader tutorial written with Bart, with upcoming tutorials on blur effects
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0 implied HN points 01 Oct 22
  1. Texture pages in GameMaker store multiple textures on a single sheet for efficient drawing.
  2. UVs are the coordinates of a texture, important for mapping textures and effects accurately.
  3. Normalizing texture coordinates allows for seamless manipulation and blending of multiple textures.
0 implied HN points 24 Sep 22
  1. Rotating a point involves using cosine for x-coordinate and sine for y-coordinate
  2. For 2D rotation, swapping sine and cosine provides a way to rotate perpendicular lines
  3. 3D rotation involves rotating 2 axes at a time
0 implied HN points 05 May 23
  1. Signed Distance Functions (SDFs) are useful for creating shapes like circles and boxes in shaders.
  2. SDFs allow for easy anti-aliasing and adding outlines to shapes in shaders.
  3. SDFs are versatile and can be used for various effects like glows, shadows, and direct lighting in shaders.