dwitter.net | tomxor (5718)

+ 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: #Food
show FPS hide FPS share fullscreen
remix of d/15822 by u/joe.m

function u(t) {

}//
109/140


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

  • Squine Wave

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).

  • Don't Fall ! #game

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).

  • Trace program: running ■

Please log in (or register) to comment.

show FPS hide FPS share 1 remix fullscreen
remix of d/19020 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
remix of d/17835 by u/pavel

function u(t) {

}//
135/140


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

  • u/tomxor
    Note the intersection is fuzzy since full circle-AABB takes too much code, instead it's just circle-point + current subdivision width based radius (w*w*6.28), i.e it becomes more accurate as it converges.
  • u/tomxor
    This is why there are a bunch of divisions around it that would not exist with an exact test. Pavel's doesn't do this by cleverly choosing a geometry that only need intersect the top left of each square.
  • u/katkip
    Nice!

Please log in (or register) to comment.

show FPS hide FPS share 1 remix fullscreen
remix of d/17271 by u/tomxor

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).

  • yote

Please log in (or register) to comment.

show FPS hide FPS share fullscreen
remix of d/12595 by u/tomxor

function u(t) {

}//
131/140


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

  • Fractal Ocean
  • u/tomxor
    Or puddle depending on your frame rate :D

Please log in (or register) to comment.

show FPS hide FPS share fullscreen
remix of d/35077 by u/tomxor

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) {

}//
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) {

}//
138/140


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

  • u/tomxor
    Getting on the bump train with a different method. This one displaces X and Y in proportion to distance from light source, which creates pixel gaps on one side (specular highlights), and overlapping pixels on the opposite (becoming shadows).
  • u/danny@hille.dk
    wow thats chrisp!

Please log in (or register) to comment.

Loading...
Next page