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Code golfing a tiny demo using maths and a pinch of insanity

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Code golfing a tiny demo using maths and a pinch of insanity is a long-form blog post on blog.pkh.me that reverse-engineers a procedural GLSL landscape demo compressed to a few hundred characters, with no meshes or textures.

It walks through sine-based noise and fBm, cheap rotations, raymarching structure, fog and cloud tricks, color grading with tanh, and successive minification steps that reach about 448 characters, with notes on ShaderWorkshop and Shadertoy ports.

It suits intermediate to advanced shader authors who already write fragment shaders and want demoscene-style compression and math density. Comfort with GLSL and signed distance or raymarching ideas helps.

The article is a free HTML page with embedded demos, readable source stages, and links to related math notes on the same site.

It is useful when you want a thorough making-of for a tiny procedural demo rather than only the final one-liner.