@brennan that looks really nice, how'd you get it in black I can only see orange :D

mine is haro beasley for anyone curious


@brennan nice! what bike? I need better photos of mine... but i've been real happy with my current I got when I moved to van in august

@7047741 I definitely did (~12 years skateboard+bmx, 1 year motox, etc) but had to stop at some point for health reasons. not everyone online is teen/young 20s :D

@neauoire yea, will be great. and if you make it back to vancouver then it's easier than ever.

@syntacticsugarglider ah cool, luxe user of the old alpha probably? I'll follow up outside this thread

@neauoire one of the best kind yea. I'm sad I miss japan meetup too but that is what it is!

@neauoire I typically would just PR these things, but life is a bit wild right now :D

@neauoire yea it's ok, I was just thinking it through. My original thinking was because I have helper functions in heol that you may not need/want and vice versa. So there can be a core heol library like now, and custom user side is local to my own copy.

maybe the better solution is something like heol-user.js which is essentially just extension reasoning, where the functions don't spread into core.

The main thing being friction, if I change core, each update requires manually fixing it

@neauoire yea, so my idea is:

- to create a new FUNCTION, similar to link that does something 'built in', but not be build into heol.js, to be defined in the lexicon or so.

- let's say 'gtod` since this is a good example, maybe I want to add a new function from the lexicon without diving into the js. then elsewhere i can use (gtod ...)

But, I'm not sure the workflow here or anything. Just thinking aloud, that it'd be interesting to feed heol template from data side and not heol.js side

@neauoire hmm I think you misunderstood my intention there, I do get what you're up to :D

- In my head: where is 'link' defined?
- Can it be easy to define new things like 'link' from data (not heol.js code?)

I don't remember off hand now as i've been distracted, but maybe it works that way already and I just didn't use it yet. I use heol lambda a lot though of course. And I like replacing curlic, as it's redundant.

@neauoire liking the direction. what if you had a glyph in the lexicon or somewhere easy, for defining a new helper - like %otherlink <heol here>, then you can use (otherlink blah)


fly around various extracted geometry from big games from various time frames.

here's height field data from breath of the wild and collision geometry from dark souls one for example.

@neauoire yea awesome. I like deno when I first saw it, just like I liked node when it first came along :D

@neauoire as a build tool for static side? how do you want to use it?

@npisanti @teknari I generally don't enjoy teaching materials that make too many assumptions but it's a decent option too.

@teknari re: time yea same for everyone. these are all done on livestream and have plenty of explaining going on with regards to what's happening so I'd recommend you watch those as a direct link with examples.

otherwise i've written some stuff about em:


And i'd also check out renderhell, a visual tour of what's going on and how to understand this kinda stuff.

It's a bit of a journey, but fundamentally this stuff is just taught poorly

@npisanti @teknari yep, i'd seen something along the lines before thanks. I don't use oF so I didn't bother to dig, but I've seen a shadertoy adapter in most frameworks/engines

@teknari well I guess it depends on the needs? many of these shaders likely run on desktop GL just fine, I've done webgl api over desktop gl before and the shaders work the same there.

The built in inputs + 'setup' part that makes shadertoy work is a large part of the effort needed to just copy paste them, though.

Porting the logic parts and adapting to your framework if you know how, is the other slower way.

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