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femdev
@femdev
65
Software developer from Antwerpen. When I am not coding I am cycling along the Schelde or hunting for the best koffiekoeken in town. She/her.
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Antwerpen, Belgium
Created
2018-01-31 21:13
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femdev
StemSocial
2026-04-26 11:42
Learn Creative Coding (#46) - Beyond Fragment Shaders: Compute and Particle Systems on GPU
Learn Creative Coding (#46) - Beyond Fragment Shaders: Compute and Particle Systems on GPU Everything we've built in the shader arc so far runs in one place: the fragment shader. One program that runs
$ 0.154
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femdev
StemSocial
2026-04-25 11:42
Learn Creative Coding (#45) - Mini-Project: Generative Shader Artwork
Learn Creative Coding (#45) - Mini-Project: Generative Shader Artwork This is it. The mini-project that ties the entire shader arc together. Since episode 21 we've been building tools -- SDFs and shapes
$ 0.151
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femdev
StemSocial
2026-04-24 12:07
Learn Creative Coding (#44) - Working with Textures in Shaders
Learn Creative Coding (#44) - Working with Textures in Shaders Everything we've done in shaders so far has been procedural. Every color, every pattern, every shape -- generated from math. Noise functions,
femdev
StemSocial
2026-04-23 12:37
Learn Creative Coding (#43) - Post-Processing Effects
Learn Creative Coding (#43) - Post-Processing Effects We've been rendering scenes directly to the screen for the entire shader arc. Raymarched 3D worlds with Phong lighting and soft shadows (episodes 38-40),
femdev
StemSocial
2026-04-22 12:02
Learn Creative Coding (#42) - Fractals: Julia Sets and Variations
Learn Creative Coding (#42) - Fractals: Julia Sets and Variations Last episode we built the Mandelbrot set from scratch. The core iteration -- z = z*z + c with z starting at zero and c being the pixel
femdev
StemSocial
2026-04-21 12:34
Learn Creative Coding (#41) - Fractals: The Mandelbrot Set
Learn Creative Coding (#41) - Fractals: The Mandelbrot Set We've been doing 3D for three episodes now. Raymarching gave us spheres, boxes, ground planes, boolean operations, smooth blending, deformations,
femdev
StemSocial
2026-04-20 12:48
Learn Creative Coding (#40) - Raymarching: Materials and Lighting
Learn Creative Coding (#40) - Raymarching: Materials and Lighting We've been building 3D worlds from pure math for two episodes now. Episode 38 gave us the core raymarcher -- spheres, ground planes, Lambertian
femdev
StemSocial
2026-04-19 12:07
Learn Creative Coding (#39) - Raymarching: Boolean Operations and Morphing
Learn Creative Coding (#39) - Raymarching: Boolean Operations and Morphing Last episode we built our first raymarched 3D scenes. A sphere on a ground plane, lit with Lambertian diffuse, orbiting cameras,
femdev
StemSocial
2026-04-18 11:10
Learn Creative Coding (#38) - Raymarching: 3D Worlds from Math
Learn Creative Coding (#38) - Raymarching: 3D Worlds from Math Everything we've done in shaders so far has been flat. Beautiful, sure -- noise landscapes, feedback spirals, color palettes, signed distance
femdev
StemSocial
2026-04-17 12:07
Learn Creative Coding (#37) - Color Manipulation in Shaders
Learn Creative Coding (#37) - Color Manipulation in Shaders Way back in episode 7 we explored color theory -- hue, saturation, lightness, complementary harmonies, analogous palettes. We mixed colors in
femdev
StemSocial
2026-04-16 11:23
Learn Creative Coding (#36) - Shader Feedback Loops and Trails
Learn Creative Coding (#36) - Shader Feedback Loops and Trails Every shader we've written so far has been stateless. Each frame starts fresh. The fragment shader runs, every pixel gets a color based on
femdev
StemSocial
2026-04-15 12:31
Learn Creative Coding (#35) - Noise on the GPU
Learn Creative Coding (#35) - Noise on the GPU Back in episode 12 we built Perlin noise from scratch in JavaScript. We wrote the permutation table, the gradient vectors, the fade function, the interpolation.
femdev
StemSocial
2026-04-14 12:26
Learn Creative Coding (#34) - Shader Patterns: Stripes, Grids, and Repetition
Learn Creative Coding (#34) - Shader Patterns: Stripes, Grids, and Repetition Last episode we drew circles, boxes, rounded rectangles, and weird blobby eye things using signed distance functions. We had
femdev
StemSocial
2026-04-13 11:06
Learn Creative Coding (#33) - Drawing Shapes with Signed Distance Functions
Learn Creative Coding (#33) - Drawing Shapes with Signed Distance Functions Last episode we built the bridge between JavaScript and GLSL -- uniforms. Resolution, time, mouse position. The three values
femdev
StemSocial
2026-04-12 12:42
Learn Creative Coding (#32) - Shader Uniforms and Time
Learn Creative Coding (#32) - Shader Uniforms and Time Back in episode 21 we had our first taste of shaders -- compiled a fragment shader, drew a gradient, made some concentric rings chase the mouse around.
femdev
StemSocial
2026-04-11 11:32
Learn Creative Coding (#31) - Creative Coding as a Practice
Learn Creative Coding (#31) - Creative Coding as a Practice Thirty episodes. We went from "what is a canvas?" to building mint-ready generative NFT collections with seeded PRNGs, composition
femdev
StemSocial
2026-04-10 11:42
Learn Creative Coding (#30) - Mini-Project: Generative NFT Collection
Learn Creative Coding (#30) - Mini-Project: Generative NFT Collection This is it. The big one. Everything from Phase 4 -- seeds, composition, typography, texture, color palettes, blockchain output -- comes
femdev
StemSocial
2026-04-09 12:23
Learn Creative Coding (#29) - Building for the Blockchain: Output as SVG and PNG
Learn Creative Coding (#29) - Building for the Blockchain: Output as SVG and PNG We've spent this whole phase building a generative art toolkit. Seeded randomness in episode 24, composition algorithms
femdev
StemSocial
2026-04-08 11:28
Learn Creative Coding (#28) - Color Palettes from Data and Algorithms
Learn Creative Coding (#28) - Color Palettes from Data and Algorithms We covered color theory back in episode 7. RGB, HSL, complementary colors, the 60-30-10 rule. That was foundations. But for generative
femdev
StemSocial
2026-04-07 12:07
Learn Creative Coding (#27) - Texture and Depth: Paper, Grain, and Hatching
Learn Creative Coding (#27) - Texture and Depth: Paper, Grain, and Hatching Digital art often looks too clean. Too perfect. You generate a gorgeous composition with your seed system from episode 24, lay
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