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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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  • Minimal texture study
  • u/rep_movsd
    x.fillRect(i+t%8*w,j+(t>>3)*h,1,(j+(i-j+r&(i&j)))*r%2) is also interesting
  • u/rep_movsd
    x.fillRect(i+t%8*w,j+(t>>3)*h,1,(j+(i-r|(i^j)))*r%2) also has some interesting tiles
  • u/DataMeta
    cool way of doin a 2d scan!

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remix of d/24443 by u/vain

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  • [vn-04] Dwittroid R-1337 - by va!n
  • u/vain
    Wanted to save some more (1-4) chars by changing this: x.F=x.fillRect;with(x) ... but i can't get it work... n-joy...
  • u/joeytwiddle
    You could do i=8,x.F=fillRect to save 2 chars. Hope I'm not too late!
  • u/vain
    eval(unescape(escape󪼽󨼮󭽩󩍴󪌽󜜶󜌻󨜽󤼨󭌪󜼩󚬷󞽸󛭆󟝸󛭦󪝬󫍒󩝣󭌻󭽩󭍨󚍸󚝦󫽲󚍩󟜸󞽩󛜭󞽆󚌹󛝧󚬳󛍧󚬱󝜬󜜷󚽧󚬶󛌱󜼫󩼪󞜩󚝧󟝩󙬱󛍡󟜭󨜬󡬨󩼪󜼰󛌱󝬬󝜬󜜳󚽡󚜬󡬨󜜸󛝧󚬶󛍬󟜳󞌬󝜬󜬰󚽡󚜬󭬽󫌯󚌴󛜨󭌫󪜯󜬩󙜴󚜬󡬨󜌬󫌫󭬬󪼬󭬯󫌩󛍦󪝬󫍔󩝸󭌨󙽒󛜱󜼳󝼧󛍬󛍬󚜻.replace(/u../g,'')))

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  • [vn-03] Dwittroid - by va!n

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Xen

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  • 5k Awesomes, thank you Dwitter family!

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remix of d/13769 by u/iverjo

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  • quick test

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  • Circle of Light
  • u/tomxor
    :D I tried a similar thing at one point. Making the source this wide has some interesting affects on the shadows in this scene.
  • u/ciaccodavide
    yeah! It's fun playing with the light source! And raymarching is awesome, I still need to look at your code to understand it better "^_^
  • u/tomxor
    Give me a shout on discord if you've any questions. One part I'm still trying to understand is the probability distrubution of the reflections which I accidentally got non-uniform (which is good for diffuse, ideally want it lambertian) due to how no correction is made upon intersection.

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  • this, but blurred. looks like actual rorschach tests :)

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