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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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function u(t) {

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  • dunno what to label this remix

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function u(t) {

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  • u/danny@hille.dk
    c.width=w=127;for(m=w*w;m--;x.fillStyle=R(r=m/8+S(a/9)*S(b/6+t*9+S(a/8-t*3))*w,r*.6))e=(X=1-4*m/w/w)*X+(Y=-2+4*(m%w)/w)*Y,x.fillRect(a=m%w,b=m/w,1,(Y*(o=(3-(4-5*e)**.5)/++e)*w+t*w&w^X*o*w&w)/w*2)
  • u/neimad
    wtffffffff
  • u/magna
    constraints stoke fire
  • u/ullo
    good

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p01

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  • BOING! A 138bytes tribute to the legendary Amiga demo

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function u(t) {

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  • bouncy bouncy remix

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remix of d/23544 by u/pavel

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  • u/pavel
    -2 char using S(t%3.14) to bounce and inlining the single Math.abs call
  • u/danny@hille.dk
    What a clever trick, using modulus pi of t, to only get the positive part of the sinus curve
  • u/danny@hille.dk
    3.2 works fine, while 3 and 3.1 looks wrong
  • u/danny@hille.dk
    test code: c.width|=0,x.fillRect(o=860,o-S(t*4%3.2)*o,200,200)

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  • Depth demo
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  • u/pavel
    Pretty simple technique, when generating the 3d points instead of directly drawing them, store them in an array, sort it by depth back to front, then draw.
  • u/keithclark
    175. Removed need for reverse() by reversing the projection (far points are painted near and vice-versa): for(c.width|=o=[i=w=960];i--;)o[i]=[C(a=i-t/9)*C(b=i*20),S(a)*C(b),S(b),hsl(${i},69%,50%];for([Z,X,Y,x.fillStyle]of o.sort())x.fillRect(w+w*X/(j=2.1-Z),540+w*Y/j,s=50/j/j,s)
  • u/keithclark
    158 - for(c.width|=o=[i=w=708];i--;o[i]=[C(a=i+t)*C(b=i*20),S(a)*C(b),S(b),R(a)]);for([Z,X,Y,x.fillStyle]of o.sort())Z-=2,x.fillRect(960+w*X/Z,540+w*Y/Z,s=50/Z/Z,s)
  • u/Joachim
    #d3 #ball

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function u(t) {

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  • Many more #ball s! n=100 makes a neat pattern

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  • Now i suck a football/soccer both IRL and virtual :-)

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