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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.
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remix of d/9687 by u/f8f82804

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  • using the double-arrow operator (-->>) to generate Gray code and visit vertices of a #cube in order -- #d3 #perspective
  • u/yonatan
    you could use the straight-leg-kick operator (--/) and save a char
  • u/f8f82804
    I figured that the community would appreciate seeing the counterpart of the more common single arrow -->
  • u/magna
    When I'm not sure what I'm doing, I use the wiggly arrow operator <~~
  • u/f8f82804
    #wireframe

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remix of d/9340 by u/f8f82804

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remix of d/9721 by u/f8f82804

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remix of d/14464 by u/katkip

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  • My first perspective! I know there's like a thousand of these on dwitter, but this is mine and I understand what's going on!

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  • 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

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  • 3D Landscape With Optimized Rendering

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