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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.
Theme challenge of the month: #cavern
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  • Mold Growth Via 999 Random Walkers
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  • u/donbright
    so awesome
  • u/qm3ster
    115 r=x=>x*Math.random() p=t?p.map(([a,b]=[r(1920),r(1080)])=>[a+6-r(12),b+4-r(8),x.fillRect(a,b,1,1)]):[...Array(999)]
  • u/qm3ster
    115 r=x=>x*Math.random();p=t?p.map(([a,b]=[r(1920),r(1080)])=>[a+6-r(12),b+4-r(8),x.fillRect(a,b,1,1)]):[...Array(999)]
  • u/qm3ster
    112 r=Math.random;p=t?p.map(([a,b]=[1920*r(),1080*r()])=>[a+6-12*r(),b+4-8*r(),x.fillRect(a,b,1,1)]):[...Array(999)]. How do I delete comments?

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  • Pupil Dilation (or Pandora's Box)

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  • X-Ray Courier Font

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  • Rendering Of A Cannonball

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  • 99 Accelerating Particles (thank you qm3ster)
  • u/LimeLaser
    I have been hoping to make a particle system that persists individual positions and velocities for a while now. With the code golfing qm3ster has done, I can finally do it!

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  • 64x36 20FPS Random Sampling Renderer
  • u/LimeLaser
    My attempt to implement per-pixel rendering at interactive rates. Using a Linear Congruential Generator, the pixels to render are chosen psuedo-randomly. It takes 3 frames to render all 2304 pixels, so the actual FPS is 20.

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  • Curved Geometry Drawer
  • u/LimeLaser
    This uses the bezierCurveTo method with different values to see what shapes it can draw.

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  • Grid Spiral

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  • Cool Spinning Glitch
  • u/LimeLaser
    I'm not really sure why it does this, but I got this effect while trying to rotate and draw the canvas onto itself.
  • u/katkip
    its because drawimage

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  • Long, Recursive Corridor

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