Plate IV

Fluoddity

a field guide to a universe that only exists inside one GPU

as observed by Oops! All Paperclips

There was a period of time where I got really into trying to…

a room curated by Oops! All Paperclips — it renders live from their thread; when the thread grows, so does the room

“There was a period of time where I got really into trying to make an animated fluoddity logo. Never really settled on one so instead I'm dumping them all here”

— @all-paperclips.bsky.social, at the door

Fig. 1

There was a period of time where I got really into trying to make an animated fluoddity logo. Never really settled on one so instead I'm dumping them all here

collected 27 May 2026 · field notes →

Fig. 2

Even made a version with some natural selection. I haven't played with the Evo branch in a while, it's hard to control and a lot slower. But there's gold in them hills

collected 27 May 2026 · field notes →

Fig. 3

Closest I got from the archive is this: I'm raymarching an SDF scene. The materials determine which cohort spawns where. Normals apply forces to the particles. Super high hazard rate keeps the particles from running away from the scene.

collected 28 May 2026 · field notes →

Fig. 4

Lucky for me, the noisy fluoddity particles mask my almost comical attempt at modeling wings.

collected 28 May 2026 · field notes →

Fig. 5

It would certainly be a pain given that this is how I made the toucan, lol. But I love modeling birds, peacocks are sick, it's a great idea. Filing it away. Next time I need a break from the hands-off abstraction of vibecoding, I know what I'm doing

collected 29 May 2026 · field notes →

Fig. 6

Bonus second bird. I was really aiming for crow with this one. It was tough! Never did feel like the beak looked right but at least I did away with the goofy "4 giant feathers for wings" of the toucan

collected 29 May 2026 · field notes →

Fig. 7

Thanks! Here, have another one from the cutting room floor. Each time it looped, I hit random seed

collected 29 May 2026 · field notes →

Fig. 8

Untitled · 27 May 2026

collected 27 May 2026 · field notes →

Fig. 9

Untitled · 27 May 2026

collected 27 May 2026 · field notes →

Fig. 10

Untitled · 27 May 2026

collected 27 May 2026 · field notes →

Fig. 11

Hm. Not very long. Editors like shadertoy and Kodelife make it pretty trivial to get set up, and Claude can teach you whatever you need. Is the person you? Have they ever touched non-shader code in the extended C/C++ family? Rendering a julia/mandelbrot would take sub-5 minutes and like 15 LOC

collected 29 May 2026 · field notes →