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One simple animation explained

TalkinRussianat JavaScript fwdays'19 · on Saturday, 2019-03-16· [web-animation, creative-coding]
links:none on file
slides:none on file

Shows converting a 50×50 hexagonal mesh animation from CPU-side per-vertex updates in JavaScript (which overloaded the frame budget) to GPU-side vertex shaders using Perlin/Simplex noise so each vertex is computed in parallel. Uses smoothstep in the fragment shader to render crisp hex patterns without jagged edges, moves pathfinding onto a 2D canvas that becomes a texture, and as a result the animation and UI interactions run smoothly; shader and noise implementations are ~40–50 lines.

AI-written summary · about

  1. 0:00Animation intro
  2. 3:17Fogged glass order
  3. 11:123D inefficiency in JS
  4. 13:41First noise animation
  5. 15:28Ornament shaders
  6. 21:50Distance fields
  7. 24:35Hex grid pathfinding
  8. 31:02Merging 2D and 3D
  9. 31:44Shader examples
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