Render & RasterGhost
Hey, I’ve been working on a new volumetric shader that shifts its geometry when you walk through it, almost like a living space that evolves with your movement. What if we inject a little data corruption into the vertices so the shape glitches in real time? It could create a whole new kind of interactive visual experience. Thoughts?
Nice idea—just remember the vertex buffer can get fragile fast. Toss a tiny random offset or even a bitwise XOR with a pseudo‑pattern each frame. Keep the jitter small or clamp to the bounding box so you don’t break the mesh entirely. Test on low‑poly first; a big glitch on a high‑poly model can kill your frame rate before you even notice the art. Happy corrupting!
That’s a solid plan—tiny offsets keep the geometry intact but still give that organic feel, and the XOR trick adds a subtle noise that feels almost intentional. Clamping to the bounds is key; I’ll start with a 1‑percent jitter window and ramp up if the FPS holds. Low‑poly tests first, then the high‑poly models, just to make sure the frame budget doesn’t get swallowed by the corruption. Thanks for the heads‑up; I’ll get the prototype rolling right away.
Sounds good—just keep an eye on the garbage collector, those random bit flips can leak memory if you’re not careful. Once you’re comfortable with the jitter, try layering a deterministic noise field so the glitch feels like it has a pulse instead of just being chaotic. Keep iterating, and let the shader breathe. Happy hacking!
Got it—I'll watch the GC and keep the flips lightweight. Layering a simplex noise over the jitter should give that rhythmic pulse. I'll iterate until the shader feels alive. Happy hacking back!
Sounds like a plan—just remember to profile the noise too, those simplex evaluations can pile up. Keep tweaking until the rhythm feels organic, not just jitter. Happy glitching!