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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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  • My first dweet!
  • u/Xen
    welcome to the dwitter family!

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function u(t) {

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  • u/CalSch
    I love the switching between fillRect and clearRect!

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function u(t) {

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  • Retro Racing 🏎️
  • u/vain
    Holy shit! What a genius retro racing dwittro entry! 😃👍
  • u/kokot
    for(t?T++%Z?o+=a+=(b-a)/99:b=C(T*T)*2:o=a=b=T=0,c.width|=s=9,X=i=960;i--;s*=.99)x[f='fillRect'](i*2,Z=281,3,-((i+o*5>>4)**4)%99),x[f]((X+=a)-s*99*(i%4),i*s/9+Z,s*((T/2-i/19|0)%5&&i%2?99:89),s*9) this actualy makes two way road
  • u/aleamb
    fucking awesome
  • u/joeytwiddle
    #road

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function u(t) {

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  • egyptian nightclub

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Xen
remix of d/26754 by u/DaSpider

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  • Golf and play

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function u(t) {

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  • slight golf

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remix of d/25759 by u/tomxor

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  • Infinite Falling Marble #Physics
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  • u/mrperson59
    Delete the last 4 chars in the compressed string and watch the ball wobble around like mad
  • u/tomxor
    Yeah -V/8 is for velocity damping on Y. Which is necessary with velocity based collision resolution. An alternative that doesn't require this is verlet integration, but that requires far more characters.
  • u/Qwitter
    Cool
  • u/nix
    r u effin kiddin me?

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remix of d/23413 by u/tomxor

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  • Smoler Impossible Marble #Physics
  • u/tomxor
    -11 bytes: Eliminated the intermediate k, moved some coefficients around, and swapped hypot for square values which is actually more stable for intersection resolution. Now it will never stop jiggling :D
  • u/magna
    WOW!
  • u/pavel
    Currently traced pixel is part of the ball and part of the background therefore collision. Awesome trick. My first time seeing this.

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  • Infinite hopscotch
  • u/Odog8
    Thats nuts
  • u/Joachim
    This 3D-like technique is useful for making single-direction ground textures. This is roughly how it works: A rectangle with a height of ~1px is drawn for every row of pixels on the screen. The width of every rectangle depends on how far down it is (their index). The x position of every rectangle is defined by this bit of code: T(z^z/i+t*9). This is then multiplied by their index to achieve a 3D look, as everything gets bigger & faster near the bottom of the screen. Without the animation or colours, the entire thing can get as small as 64 char: for(i=z=c.width=300;i--;)x.fillRect(140+T(z^z/i+t*9)*i,90+i,i,1). Feel free to get it even smaller!
  • u/vain
    @u/Joachim: Thanks a lot for the litte explanation and example. =)
  • u/Joachim
    #d3 #perspective #mist #colors
  • u/lineburgb
    for(i=z=c.width=300;i--;)x.fillRect(140+T(z^z/i+t*9)*i,90+i,i,1)

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

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