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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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  • u/tomxor
    Perfect collision integration, since uniform gravity is constant it should cancel out in such a simple case, in which case integration can be skipped on a collision interval ?-b:b+.3 this is why it doesn't loose or gain significant hight on average
  • u/tomxor
    To make it absolutely perfect this can also be changed to ?-b:b+.25 which will eliminate integration error since .25 is a non periodic binary fraction... it will bounce forever :)
  • u/tomxor
    ... but that would cost an extra byte so its no good !

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  • Gravity on a curved, moving surface

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  • #blackhole ~ Tribute to the first image produced of a black hole.

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remix of d/14376 by u/pavel

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  • Bouncing Balls

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remix of d/14376 by u/pavel

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  • u/pavel
    172 t||(p=q=R=350,X=Y=r=s=5);P=p-X;Q=q-Y;P*P+Q*Q>1e5&&(U=P/15,V=Q/15);x.arc(p+=r*=p>=R&p<1570||-1,q+=s*=q>=R&q<730||-1,R,0,c.width|=0);x.arc(X+=U,Y+=++V,35,0,7);x.fill`evenodd`
  • u/DataMeta
    Would be very cool to see the ball decoupled from the container's reference frame. Could it fit within a compressed dweet?
  • u/pavel
    it is decoupled
  • u/DataMeta
    Somehow missed that. Awesome.

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remix of d/10076 by u/yonatan

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  • u/pavel
    The velocity of the bounce changes on every hit, otherwise the ball would settle on a simple pattern

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