Skip to content
HomeVideos
AllLongsCategoriesPlaylists
BooksBlogsPodcasts
HistoryListsWatch laterLiked videosFollowing

The videos, books, blogs and podcasts Hacker News keeps recommending, all in one place.

VideosBooksBlogsPodcastsAboutPrivacySettings

Data from Hacker News, HackerTube, HackerBooks, HackerBlogs and Open Library. Credits · Not affiliated with Y Combinator.

HomeVideosBooksBlogsPodcasts
Ctrl K

    Marble Marcher - A Fractal Physics Game

    CodeParade

    2 HN recommenders · recommended in 3 months, 2020–2024

    YouTube

    3:58 · 1.7M views · Dec 31, 2018

    A demo of Marble Marcher, a game using a fractal physics engine and fully procedural ray-marched rendering. The player rolls a marble through shifting fractal levels.

    HN recommends it as a striking example of rendering with distance-estimated fractals and non-standard graphics approaches.

    Design, Graphics & Visual MediaComputer graphics & renderingGame programming & enginesCreative coding & generative art
    1. 59:20
      Rendering Tiny Glades With Entirely Too Much Ray MarchingGraphics Programming Conference108K views • 1 year ago
    2. 21:46
      Surface-Stable Fractal Dithering Explainedrunevision647K views • 1 year ago
    3. 42:00
      I painted a Landscape with MathematicsInigo Quilez812K views • 4 years ago
    4. 0:51
      Hyperbolica: A Non-Euclidean Adventure [Old Trailer]CodeParade662K views • 6 years ago
    5. 17:54
      Coding Adventure: Ant and Slime SimulationsSebastian Lague2.2M views • 5 years ago
    6. 3:53:11
      Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]Freya Holmér1.9M views • 5 years ago
    7. 24:26
      The Beauty of Bézier CurvesFreya Holmér2.2M views • 5 years ago
    8. 5:05
      New Voxel Engine Reveal - Crystal Islands ExperimentJohn Lin394K views • 5 years ago
    9. 29:16
      SYMBOLICS S-PACKAGES 3D GRAPHICS AND ANIMATION DEMORed Martian14K views • 13 years ago
    10. 24:02
      Learn to Paint with MathematicsInigo Quilez191K views • 12 years ago
    11. 7:15
      Farbrausch - fr-041: debris. [HD]kb229K views • 17 years ago
    12. 1:10:00
      A Deep Dive into Nanite Virtualized GeometrySIGGRAPH Advances in Real-Time Rendering279K views • 5 years ago
    13. 10:14
      Making a heart with MathsInigo Quilez112K views • 9 years ago
    14. 24:46
      Painting a Character with MathsInigo Quilez458K views • 5 years ago
    15. 7:16
      .kkrieger - The FPS Game in 96KB (Full Gameplay)Daniel Hands528K views • 16 years ago
    16. 2:12
      3D Gaussian Splatting - Why Graphics Will Never Be The SameIndividualKex2M views • 3 years ago
    17. 4:01
      Spherical Geometry Is Stranger Than Hyperbolic - Hyperbolica Devlog #2CodeParade1.8M views • 6 years ago
    18. 40:45
      Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray TracingDigital Foundry915K views • 5 years ago
    19. 2:13
      Brigade 3.0 preview - Real-time path tracingicelaglace439K views • 12 years ago
    20. 26:13
      Animation Bootcamp: An Indie Approach to Procedural AnimationGDC Festival of Gaming787K views • 9 years ago

    3 comments from Hacker News

    1. @CyborgCabbageOct 2022· in “Ask HN: What piece of code/codebase blew your mind when you saw it?”

      He has a YouTube channel as well: [LINK] Also you may like Marble Marcher made by Code Parade, it's a game that uses a similar approach to rendering: this video

      RecommendsView on HN
    2. @gitgudMay 2020· in “Show HN: Fractal garden – realtime 3D fractal explorer in the browser”

      This is incredible! If you like this you might also like [1] Marble Marcher , amazing how much detail can be rendered using fractals [1] this video (Video)

      RecommendsView on HN
    3. @FrostKiwiNov 2024· in “AAA – Analytical Anti-Aliasing”

      True, this is something I struggled with writing and ended up with just a small note commenting that this is not widely applicable. Will clarify more in coming posts. It's all incredibly context specific. The reason for this order, is that you can very much can use all these approaches (SSAA, FXAA, MSAA etc.) for rendering simpler shapes and HUDs. So going through them, where these approaches break down and when it does make sense to go the extra mile with SDFs. Still, non-standard rendering approaches are very much a thing [1] and I could see setups like [2] be used in scientific particle visualizations. [1] this video [2] [LINK]

      CitesView on HN