dwitter.net | lionleaf (42804)

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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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  • Color Spiral

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  • Check this out
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  • u/pavel
    The default color for fill, fillRect, stroke, strokeRect is black and you need to call fillStyle or strokeStyle respectively. You must have seen other drawing techniques, maybe like putImage or using style attributes to add a filter over the B&W colors.
  • u/pavel
    Haha looks like we answered at the same time and eerily similarly.
  • u/UEZ
    Hmm, when I look to https://www.dwitter.net/d/23732 I cannot see any strokeStyle/fillStyle but the color result is greyscale.
  • u/pavel
    Gray can be achieved by spacing out black pixels amongst white ones. d/23773 shows this clearest.

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remix of d/23756 by u/tomxor

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  • The book of dweet

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  • u/danny@hille.dk
    This is a personal thing!!! Twister2d is one of my favorite old school effects, it's also one of the first things i tried to golf to fit into a dweet (and I failed miserably :-)) I have retried tried (and failed) a couple of times, but this is the first time i actually managed to get the damn thing to fit without compression. I had to scarifice colors to maintin an interesting animation. Perhaps I'll get it next time :-) #twister #twister2d
  • u/New_Core
    it look great...
  • u/DataMeta
    beautiful #grayscale

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remix of d/23719 by u/rep_movsd

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  • 16-Color Pencils
  • u/tomxor
    haha, beat me to it, i had the same idea to golf using t but you made it even better with colour tips!!
  • u/Xen
    nice!

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TGY
remix of d/3143 by u/nystrand

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  • Do you remember original spider-man opening titles?

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  • When you fail, but it still feels like a win remix

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  • Bounce Down ⚪

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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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