dwitter.net | dull_pixel (14938)

+ 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: #ScaryMovies
show FPS hide FPS share fullscreen

function u(t) {

}//
116/140


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

  • Elements of Sacred Geometry #1

Please log in (or register) to comment.

show FPS hide FPS share fullscreen

function u(t) {

}//
132/140


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) {

}//
139/140


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

  • Dwitter-Bohr Atomic Model

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).

  • u/vain
    Now its just perfect! Incredible work!
  • u/tactical_retard
    183 y=t?y+S(y*7+t)*3:99;for(i=2e3;i--;x.fillRect(t*230,i,99,1))A=49+T(i*y+2),I=.5+i/108+S(t)+(1+C(t-i/50))/2,h=(1+S(I/1.1))/2,H=(1+S(I+3))/2,x.fillStyle=i<y*6?R(A*1.2,A*h+y*H,A*H+y*h):R()
  • u/magna
    So pretty!

Please log in (or register) to comment.


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).

  • Mountain Mist ⛰️

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).

Please log in (or register) to comment.

show FPS hide FPS share 1 remix 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).

  • Mountain Flyover - use the mouse to pan around

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).

  • Point
  • u/tactical_retard
    It takes two random points on a circle, gets the mid point between them, then draws the line connecting them with a color based on the X and Y of the mid point.
  • u/tactical_retard
    c.style.filter="brightness(3";with(x)for(i=s=2e3;i--;stroke())A=C(i)*s,B=S(i)*s,a=C(p=i**t)*s,b=S(p)*s,beginPath(strokeStyle=R(S(d=Math.hypot((A+a)/2-200,(B+b)/2-200)/9)/d*3e3,0,0,.05)),moveTo(A+960,B+540),lineTo(a+960,b+540)
  • u/tactical_retard
    #red

Please log in (or register) to comment.

show FPS hide FPS share 2 remixes 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).

  • Schrodinger Equation Particle Probability Plot for a 3D Infinite Square Well
  • u/jdspugh
    You can change the numbers in p=S(3*u/d)*S(2*v/d)*S(2*z/d) to see the different harmonics.
  • u/jdspugh
    You can also see animated cross-sections by modifying to p=S(3*u/d)*S(2*v/d)*S(2*z/d+t).
  • u/donbright
    is this real life?
  • u/donbright
    i feel like this tweet, by itself, might be the case to expand dwitter to 240
  • u/jdspugh
    Real life in what way?

Please log in (or register) to comment.

show FPS hide FPS share fullscreen

function u(t) {

}//
132/140


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

  • Infinite hopscotch
  • u/Odog8
    Thats nuts
  • u/Joachim
    This 3D-like technique is useful for making single-direction ground textures. This is roughly how it works: A rectangle with a height of ~1px is drawn for every row of pixels on the screen. The width of every rectangle depends on how far down it is (their index). The x position of every rectangle is defined by this bit of code: T(z^z/i+t*9). This is then multiplied by their index to achieve a 3D look, as everything gets bigger & faster near the bottom of the screen. Without the animation or colours, the entire thing can get as small as 64 char: for(i=z=c.width=300;i--;)x.fillRect(140+T(z^z/i+t*9)*i,90+i,i,1). Feel free to get it even smaller!
  • u/vain
    @u/Joachim: Thanks a lot for the litte explanation and example. =)
  • u/Joachim
    #d3 #perspective #mist #colors
  • u/lineburgb
    for(i=z=c.width=300;i--;)x.fillRect(140+T(z^z/i+t*9)*i,90+i,i,1)

Please log in (or register) to comment.

Loading...
Next page