dwitter.net | tomxor (5718)

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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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remix of d/17224 by u/tomxor

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  • u/13thptr
    mind=blown
  • u/tomxor
    :D did you see the tendrils too, stuff just lives in math i swear
  • u/ivylab
    I just learned this cool invert trick from your dweets, awesome. Did you notice that you can leave out the 1 at the end? :)
  • u/tomxor
    Oh nice, thanks for the tip u/ivylab :)

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  • Ray Marching SDF Sphere+Bumps
  • u/tomxor
    Specifically, sphere tracing, with axis aligned field, i.e no perspective, marching along Z only. The sphere is not rotating, the simple displacement map is just being pushed through it's x.
  • u/yonatan
    orthogonal raymarching... nice idea
  • u/tomxor
    You said it more succinctly :)
  • u/tomxor
    #raymarching

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remix of d/12820 by u/tomxor

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remix of d/35004 by u/NiVZ

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  • LECO - Unicode Bitpacked
  • u/tomxor
    This is actually 115 bytes so only an 11 byte reduction over hex encoding, because each of the 10 codepoints takes up 3 bytes each when utf8 encoded, (over the wire, in the DB or in a local file)
  • u/dee-gomma
    Top!
  • u/NiVZ
    Loving seeing all the remixes. I've had another observation. The top left and bottom right segments are always filled. That means the binary can be reduced from 15 bits to 13 bits. Or a max value of 32,767 to 8,191. Would that help to compress things further?
  • u/tomxor
    @NiVZ redundancies are a good thing to look for, but the tricky thing is figuring out if it's worth the extra code to pull out the info from the other side, sometimes you just gotta try and see if it saves bytes.
  • u/46uuuu
    how u do that

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remix of d/26174 by u/384.cz

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  • Smoler Swing Set

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remix of d/23235 by u/katkip

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  • Show more comments…
  • u/tomxor
    Other sized w must be a power of 2 and i must be at least w**2+r+1 (r=neighbourhood radius) to allow the sliding window to correctly initialise, otherwise a bad sum will propagate throughout the grid usually causing everything to die.
  • u/KilledByAPixel
    👍 Thanks for the explanation!
  • u/tomxor
    hmm the larger than necessary i seems to be introducing artifacts... change to i=w*w+6 if you want to see the pure rule.
  • u/katkip
    Woow! I remember it from the The Powder Toy game

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remix of d/15952 by u/tomxor

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  • Ray Marching SDF Smoke
  • u/tomxor
    Runs significantly faster in FireFox for some reason.
  • u/tomxor
    Part of the smokeyness is obtained by exploiting artifacts in the ray marching algorithm itself, by only marching a constant and very short depth (4 steps) smooth aberations appear around the true volume (representative of the sphere tracing)
  • u/DataMeta
    WOW!!! #smoke #realistic #compressed
  • u/tomxor
    #raymarching

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