Kutay Coskuner

@lichzelg
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5 Following
18 Posts

I'm experimenting with 3D web visualization tool for linear algebra.

Today I've added: scalar projection between vectors.
The gif shows how one vector projects onto another.

Try it here:
https://kutaycoskuner.github.io/immersion/

Feedback & ideas welcome!

opinion: People should question the existence of billionaires—and question even more the existence of inherited billionaires. I see Germany as a feudal country hiding behind the mask of a social state.
I find the standard limit notation a bit misleading. Here you can find my edgy punk notation proposal.
Quoting
Around this time last year I worked on shadow cubemaps. I realized I had survivorship bias—only sharing the successes. The real lessons came from the weird glitches caused by bad matrices and wrong assumptions. So here are the parallel-universe ‘oh-please-no’ shadow realities… and the final result.

Today I published my first Unity tutorial on how to implement Pseudo-Isometric Camera rig: transform functions, planar movement, smooth rotation and zoom using linear interpolation. I would be glad to hear your feedbacks! Tutorial: https://kutaycoskuner.github.io/blog/tutorials/20251114-unity_pseudoisometric/

#camera #isometric #unity

Top open source graphics apps, in no particular order. Replace your Windows apps with these!

1. Gimp (raster manip)
2. Inkscape (vectors)
3. Krita (painting)
4. Blender (3D)
5. Scribus (DTP)
6. Darktable (raw editing)
7. Natron (compositor)
8. Kdenlive (video editing)
9. FreeCAD 3D
10. Friction (AE-like anim)
11. Synfig (vector anim)
12. QCad/CAM 2D
13. Pencil2D (anim)
14. Pixelorama (pixel art)
15. Handbrake (video transcoder)
16. Cura or Orca (3D printing)

#foss #opensource #linux #graphics

Normal maps store 3D surface direction data inside a texture. Computer reads that data to simulate lighting details without the heavy cost of complex geometry. One of the revolutionary ideas of computer graphics for adding rich surface detail to simple models — efficient and convincing. And, this is what happens if you use single normal texture for all of your textures in the scene.

#normalmaps #graphics

Just published my first tutorial on rendering math in Markdown with KaTeX + Svelte. Built a simple component-based solution from scratch since existing packages didn’t work for me. Feedbacks are welcome!
https://kutaycoskuner.github.io/blog/tutorials/20251030-katex_in_markdown
This is not a Gimbal lock. My buggy rig is attempting to skip world coordinates entirely by folding spacetime to form a wormhole.