Elliot Kotek is the co-founder of Not Impossible Labs, a company that crowd-solve healthcare issues using crowd-sourcing. During his keynote at Siggraph 2014 he introduced several of their projects (including Project Daniel), but more importantly he showed everyone how to really change lives with technology.
I am happy to announce that Boulder Dash 30th Anniversary is available for free on the App Store for iPhone/iPad . This is a very special moment since it was the first game we worked on at SoMa Play when the company started back in 2013. The game was developed using Unity , a cross-platform game engine/platform/editor.
Download it here: https://itunes.apple.com/en/app/id865484224
For the second time ever we (Beautypi) hosted a Shadertoy Hackathon, this time it was part of the official Siggraph 2014 program. The theme for the hackathon was to make something with “spheres” or “circles”.
The winner was “Total Noob” by “dynamite” : https://www.shadertoy.com/view/XdlSDs
Second prize : “PlasmaBall” by “kaspard” : https://www.shadertoy.com/view/XdsSDl
Third prize : “sphere” by “hughsk”: https://www.shadertoy.com/view/XslSW
Here are some pictures from the day of the event:
For more information : https://www.shadertoy.com/events
Tetris® Ultimate, the second game we are working on at SoMa Play, was shown at E3 2014 for first time. Here are some pictures :
And here is the teaser trailer :
And some gameplay :
Check out our website for more information : www.soma-play.com
This year we (Beautypi) were really fortunate to be able to speak at the GPU Technology Conference organized by NVIDIA in San Jose, CA. For this conference we put together a new talk related to Shadertoy, our talk focused on what people have done in our website over the last year.
The talk was called “Shadertoy : Do You Know What a Fragment Shader Can Do?“. Here is the abstract of our presentation.
[…] we are going to walk the audience through Shadertoy and some of the most innovative, artistic and creative GPU algorithms that our community has been developing over the last 6 months. This includes shaders employing raymarching, procedural texturing, modeling and animation, fractal geometry, image compression and volumetric rendering.
Watch the full talk here: http://on-demand.gputechconf.com/gtc/2014/video/S4550-shadertoy-fragment-shader.mp4