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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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  • City Blocks 🌇

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  • Wordle prototype. 0=letter isnt in word, 1=letter is in word but at the wrong place, 2=letter is in the word at the right place. A new word every day
  • u/Odog8
    case sensitive, may require parenthesis or numbers.
  • u/Odog8
    doesn't count the occurences of letters in string, if you have 3 "e"'s in your guess but there are only two, all three will still be lit up
  • u/joeytwiddle
    Really impressive! #wordle #game
  • u/joeytwiddle
    I got today's in 3 guesses!
  • u/lewdev
    Ok, I get it. You're guessing one of 207 keys in "this". It's case sensitive so you'll guess words like "customElements".

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remix of d/24079 by u/yonatan

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  • Boat trip
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  • u/magna
    Thanks!
  • u/tomxor
    First thing I thought of when I saw Yonatans! Such a great team effort, the original idea, lots of golfing and these two finishing touches.
  • u/rep_movsd
    Fantastic
  • u/rep_movsd
    Now add color 😂

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TGY
remix of d/24073 by u/pavel

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  • xs

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  • Smolr Tree Lake
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  • u/pavel
    for(X=t&&X+r*25,i=h=11+6*C(t*4+X%1)<<5;--i;x.fillRect(...t?[X-r*i/8,600+(r*8&3?i-h:h-i),i/4,2]:[i*8,r*600,h,r]))r=1+S(i^X)
  • u/pavel
    122
  • u/KilledByAPixel
    I knew you could do it pavel!
  • u/aleamb
    beautiful!!

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  • Treescape 🌲

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  • Sailing boat at sunset #waitforit (in about 7 seconds the sailboat will appear)

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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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