dwitter.net | tomxor (5429)

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function u(t) {
} //
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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/24141 by u/tomxor

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  • u/ciaccodavide
    oooooh, I love dithering! Nice one!
  • u/tomxor
    me too :) I didn't realise how simple the algorithm was before no, and it can be done in a single pass because it's only half a 2d kernel. Tweaking the coefficients (*R) can be fun, e.g 7*R=>5*R, 3*R=>5*R better preserves the dark and light areas in this image.
  • u/magna
    Wow
  • u/sigveseb
    Very nice!

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remix of d/15553 by u/tomxor

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  • u/taupelink
    excellent
  • u/username
    so what did you use to implement this noise?
  • u/DataMeta
    115 bytes, clearly :)
  • u/KilledByAPixel
    👍

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remix of d/26256 by u/jdspugh

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  • Pacmancraft

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remix of d/23413 by u/tomxor

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  • "This Thing" Capturing a Marble #Physics

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remix of d/20405 by u/tomxor

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  • u/Xen
    love it!
  • u/tomxor
    #raymarching
  • u/13thptr
    Nice dweet. Related: d/2961 d/7076
  • u/13thptr
    #wolfenstein

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remix of d/18323 by u/pavel

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  • u/tomxor
    Including x<n and .2i from u/rodrigo.siqueira
  • u/xem
    amazing! how many extra bytes to have it less pixellized?
  • u/tomxor
    Only +2 for 1/4 HD: d/18436 but your CPU will cry :P in fact full HD fits but you have to start measuring the speed in seconds per frame.
  • u/iverjo
    Impressive!

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remix of d/32653 by u/tomxor

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  • Dweet Machine

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  • Shadownut

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remix of d/19550 by u/tomxor

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  • u/tomxor
    Inspired by d/23398. Uses raster/2d-voxel based intersection
  • u/Xen
    love it!
  • u/magna
    HOW?!
  • u/katkip
    how
  • u/tomxor
    It's particle physics, but the collisions are with implicit volumes. So rather than checking against a specific object, each pixel is intersected with the circle, if the pixel is filled and intersects, then it contributes velocity to the particle along the collision normal (the vector between the pixel and the point), the deeper the intersection based on the radius the greater the contribution... this is not correct at all and creates lots of phantom momentum, but is very simple and shares the code with drawining the screen.

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