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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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  • 天の川 (the milky way) twinkle
  • u/jpthinker
    I remixed my milky way from two days ago (the actual day of the tanabata star festival!) thanks to advice from u/rodrigo.siqueira to add a t element to the red argument. I also realized I could assign variables to the result of a ternary, instead of assigning within one

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  • Night Ocean Invert

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  • It’s alive: Wireframe box moves

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  • Gradient rainbow
  • u/jpthinker
    Just a quick one, testing out bitwise shift for Y spread

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  • Putting colors in a blender

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  • 天の川 (the milky way) for 七夕 (the star festival)
  • u/rodrigo.siqueira
    Change S(i/2) to S(i/2+t) and the stars will blink, shine and fade
  • u/jpthinker
    Thank you u/rodrigo.siqueira ! I take this as a warm welcome since this was my first dweet! And that's exactly what I was trying to do, before I ran out of steam and fell asleep, lol. I remixed this one with your suggestion and figured out a few spots to golf down the extra characters

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  • Clean

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  • Spinning gold ring
  • u/jpthinker
    I wanted to shade this, so that the half of the ring further away would be darker, but I couldn’t quite figure it out.
  • u/lewdev
    I tried. I'm not sure if it's very good. d/32457
  • u/jpthinker
    That's just what I was trying to do! I will study that up well. Thanks u/lewdev !

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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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  • Beach

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