dwitter.net | #D3

+ New dweet
function u(t) {
} //
122/140


Please log in (or register) to post a dweet (copy-paste the code somewhere safe to save it meanwhile)


u(t) is called 60 times per second. t: Elapsed time in seconds. S: Shorthand for Math.sin. C: Shorthand for Math.cos. T: Shorthand for Math.tan. R: Function that generates rgba-strings, usage ex.: R(255, 255, 255, 0.5) c: A 1920x1080 canvas. x: A 2D context for that canvas.
Try the new frontend: beta.dwitter.net
Current theme challenge: #Food
show FPS hide FPS share fullscreen

function u(t) {

}//
140/140


Please log in (or register) to post as a new dweet (copy-paste code somewhere safe to save it meanwhile).

  • Spinning Coin with Lighting #D3

Please log in (or register) to comment.

show FPS hide FPS share fullscreen
remix of d/14464 by u/katkip

function u(t) {

}//
130/140


Please log in (or register) to post as a new dweet (copy-paste code somewhere safe to save it meanwhile).

Please log in (or register) to comment.


function u(t) {

}//
138/140


Please log in (or register) to post as a new dweet (copy-paste code somewhere safe to save it meanwhile).

show FPS hide FPS share 1 remix fullscreen
remix of d/5600 by u/p01

function u(t) {

}//
139/140


Please log in (or register) to post as a new dweet (copy-paste code somewhere safe to save it meanwhile).

Please log in (or register) to comment.

show FPS hide FPS share 1 remix fullscreen
Xen
remix of d/2963 by u/p01

function u(t) {

}//
115/140


Please log in (or register) to post as a new dweet (copy-paste code somewhere safe to save it meanwhile).

  • Dweetenstein115

Please log in (or register) to comment.

show FPS hide FPS share 1 remix fullscreen

function u(t) {

}//
139/140


Please log in (or register) to post as a new dweet (copy-paste code somewhere safe to save it meanwhile).

  • Bitwise wireframe box
  • u/jpthinker
    It doesn’t look like much but did a lot here. Cartesian #perspective #d3
  • u/jpthinker
    Basically, I generate 8 points, using the three algorithms in the fillRect, and then I connect them in order to get a box outline by determining which point is next with the p=. There are two algorithms in p, one for the first 10 points 1234156785, and one for the last 8, or 15623784. Either of the algorithms will actually keep generating numbers in their pattern. I had a lot of fun figuring out how to emulate these whacky patterns with bit operators. Same goes for the x y and z coordinates for each point. Probably even less characters if I just hardcoded some arrays… lol

Please log in (or register) to comment.

show FPS hide FPS share 1 remix fullscreen
Xen
remix of d/18108 by u/Xen

function u(t) {

}//
138/140


Please log in (or register) to post as a new dweet (copy-paste code somewhere safe to save it meanwhile).

Please log in (or register) to comment.

show FPS hide FPS share fullscreen

function u(t) {

}//
138/140


Please log in (or register) to post as a new dweet (copy-paste code somewhere safe to save it meanwhile).

Please log in (or register) to comment.

show FPS hide FPS share 1 remix fullscreen

function u(t) {

}//
129/140


Please log in (or register) to post as a new dweet (copy-paste code somewhere safe to save it meanwhile).

Please log in (or register) to comment.

show FPS hide FPS share fullscreen

function u(t) {

}//
140/140


Please log in (or register) to post as a new dweet (copy-paste code somewhere safe to save it meanwhile).

  • 3D Landscape With Optimized Rendering

Please log in (or register) to comment.

Loading...
Next page