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shaderland :: prototype

This is the prototype version of 'Shaderland', released at Evoke 2025. Consider it a proof of concept, with just a few levels, nodes and the one automaton to illustrate the idea!

The concept of the game is:
You create a shader which defines the level.
A small autonomous character explores the level you create.
You want to lead the character to the goal, and score high on time, shader complexity or artistry.

So it has aspects of Zachtronics games and of Line Rider, and it should teach you shader programming too! That's the idea.

The game is intended to be played with the node editor, but currently you can write WGSL shaders as well if you prefer.

CONTROLS
Left click and drag on node - move node
Left click and drag on slider - slide slider between -1.0 and 1.0
Left click and drag on filled input socket - move the link to another node
Left click and drag on empty input socket - create a new link
Left click and drag on output socket - create a new link

Middle click - pan the node editor
Scroll wheel - zoom the node editor in and out

Right click - toggle the radial menu. Left click on one of the icons to create a new node.

ESCAPE - close the game.

Nodes currently cannot be destroyed except by resetting the entire node graph.

The shader will update whenever you release a grabbed thing. Click 'Run' to see the automaton set off.

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The game is written in Rust using wgpu for rendering and Iced for overall structure and UI, over approximately 1-2 months. The node editor is entirely custom-made. It uses `daggy` as the backend for the DAG, and lots of shaders to draw the nodes. Node models made in Blender.

credits:
canmom - everything
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