Thomas Hooper

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Thomas Hooper

Thomas Hooper

@tdhooper

Code artist. he/him. https://t.co/Dn68g8amWC https://t.co/brZqPC4u9J

London, England เข้าร่วม Eylül 2008
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Thomas Hooper
Thomas Hooper@tdhooper·
@XorDev Something I’ve done before is automatically adding uniforms for the things you’re modifying, so you don’t have to recompile as they change
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Xor
Xor@XorDev·
@tdhooper Yeah, I'll look for optimizations and perhaps a manual compile mode
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Thomas Hooper รีทวีตแล้ว
Xor
Xor@XorDev·
Introducing FragCoord: My ultimate shader editing tool!
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Hans Chiu
Hans Chiu@chiu_hans·
Implemented a robust 3D transformation interpolation in Blender Geometry Nodes. I have to say I have no idea about Lie algebra, but Gemini 3 clearly nailed it. 🤯 (Do we have other way to achieve this?) #b3d #geometrynodes #math
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Manu Järvinen
Manu Järvinen@manujarvinen·
@MatthewArcus @tdhooper Hi @tdhooper and @MatthewArcus - I got your Möbius Warp code working for a Godot game engine shader. Would you allow me to use the code for the upcoming Assembly Summer '25 Demo Competition in my Demo? I shall credit you straight in the Demo itself, of course. What do you think?
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Thomas Hooper
Thomas Hooper@tdhooper·
Exploring the fractal reef
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Thomas Hooper
Thomas Hooper@tdhooper·
The atomic structure of fractals
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Thomas Hooper
Thomas Hooper@tdhooper·
One of the tedious aspects of modeling SDFs with raw shader code is adjusting the position of objects, so I'm adding transform gizmos into my tool They write changes directly to the shader on disk, so I don't need an external object hierarchy tdhooper.github.io/offline-shader…
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Thomas Hooper
Thomas Hooper@tdhooper·
@marcinignac Indeed, on that front thank you for pex-context, I just switched this project to it from regl and it’s been very nice to work with
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Marcin Ignac
Marcin Ignac@marcinignac·
@tdhooper Well... choose you battles wisely they say. Right decision.
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Marcin Ignac
Marcin Ignac@marcinignac·
@tdhooper Any battle stories about how did you go about gizmo programming? I'm resisting to add it to our toolkit but I can do that only for so long..
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Thomas Hooper
Thomas Hooper@tdhooper·
@00jknight Haha, what a coincidence indeed! Yeah, I’m using uniforms for every gizmo, so there is no recompilation at all, even when saving changes to the shader, I disable live-reload. Essential as some of my shaders take seconds to compile 😬
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Jason Knight
Jason Knight@00jknight·
@tdhooper Also, odd that you both have the same last name, what a co-incidence. (I made a 2d visual SDF editor for Godot for a project; I'd notice the lag when moving objects around as the shader re-compiled) also of note: windows webGL shader compilation is far slower than mac webgl
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Jonty Wareing ⍼
Jonty Wareing ⍼@jonty·
So I've been notified that my role is at risk. Would anybody like to hire a me. I've spent the last 7 years as chief software architect, which realistically meant doing every job from infrastructure to product. I am interested in everything, and curious to try new things.
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Thomas Hooper
Thomas Hooper@tdhooper·
@MachinaFractal Thanks!! Means a lot, your work is fantastic 👌would be a pleasure to collaborate some day
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Machina-Infinitum
Machina-Infinitum@MachinaFractal·
@tdhooper Hell yeah. It's not the right moment but will keep this in mind, big fan of you on shadertoy :)
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Thomas Hooper
Thomas Hooper@tdhooper·
With the sudden closure of @jumpshipstudio, I'm looking for a new role I'm looking for anywhere I can make beautiful things with code, my ideal role would be a mix of graphics programming, technical art, and gameplay programming (or anything else interactive)
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