dwitter.net | jczimm (5938)

+ 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
remix of d/25759 by u/tomxor

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).

  • Infinite Falling Marble #Physics
  • Show more comments…
  • u/mrperson59
    Delete the last 4 chars in the compressed string and watch the ball wobble around like mad
  • u/tomxor
    Yeah -V/8 is for velocity damping on Y. Which is necessary with velocity based collision resolution. An alternative that doesn't require this is verlet integration, but that requires far more characters.
  • u/Qwitter
    Cool
  • u/nix
    r u effin kiddin me?

Please log in (or register) to comment.

show FPS hide FPS share fullscreen
remix of d/26200 by u/tomxor

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).

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).

  • Kid on Swing
  • Show more comments…
  • u/jdspugh
    Sense of motion is spot on
  • u/vain
    incredible. cool anim/movements. love it XD
  • u/aleamb
    love it!
  • u/magna
    I LOVE IT!

Please log in (or register) to comment.

show FPS hide FPS share fullscreen
remix of d/26087 by u/tomxor

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).

  • Perspective Mountain Range

Please log in (or register) to comment.

show FPS hide FPS share fullscreen

function u(t) {

}//
137/140


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

  • u/Qwitter
    Shake that infinite radius limit you crazy arcs

Please log in (or register) to comment.

show FPS hide FPS share fullscreen

function u(t) {

}//
133/140


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).

  • Firefly simulator. #light

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).

  • just some glowballs

Please log in (or register) to comment.

show FPS hide FPS share 1 remix fullscreen
remix of d/23413 by u/tomxor

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).

  • Smoler Impossible Marble #Physics
  • u/tomxor
    -11 bytes: Eliminated the intermediate k, moved some coefficients around, and swapped hypot for square values which is actually more stable for intersection resolution. Now it will never stop jiggling :D
  • u/magna
    WOW!
  • u/pavel
    Currently traced pixel is part of the ball and part of the background therefore collision. Awesome trick. My first time seeing this.

Please log in (or register) to comment.

show FPS hide FPS share 1 remix fullscreen

function u(t) {

}//
118/140


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

  • Smoler Isometric Divisions
  • Show more comments…
  • u/KilledByAPixel
    nice!
  • u/pavel
    Weirdly the numeric error from approximating pi/3 seems to matter a lot.
  • u/tomxor
    Yeah, I think it's because it causes a deviation in the sequence at j=0. Although the output of 0|3*C(r) generally gives the expected low period of +1,+2,+1,-1,-2,-1 as j decrements, it ends on a 3, but only when using lower precision PI/3. full precision PI/3 pushes all of the 2s into 3s, which can be corrected by lowering the coefficient to 2.9, but this also makes j=0 output 2 which then seems to destroy the complexity.
  • u/pavel
    I tried getting rid of the sin/cos by using hex coordinates but I was unable to make a complex picture. Usually just one of the six slices drew-in.

Please log in (or register) to comment.

Loading...
Next page