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bntr

HN member
Joined
Mon, Nov 20, 2017, 3:29 PM UTC
HN karma
83
Public activity
32 items

About bntr

https://github.com/bntre

Recent public activity

  1. comment
  2. story
    Show HN: Sfera – sliding puzzle in curved space (open-sourced)

    An old game from 2017. Not sure why I never open-sourced it before. It never got much attention, but I'm still a bit proud that it explored curved-space gameplay years before Hyper…

  3. comment
    Comment #47339082

    Duplo is also compatible with regular Lego. We used Duplo for the big structure and Lego on top for details. Great way to build huge stuff quickly. https://upload.wikimedia.org/wik…

  4. comment
    Comment #47231007

    Thanks! I liked the pics here: https://piedeleu.com/posts/diagrammatic-lambda-calculus/ I'd love to see them smoothly animated.

  5. comment
    Comment #47230841

    Seems like it went to the wrong post.

  6. comment
    Comment #47228697

    I like this catalog: https://github.com/prathyvsh/lambda-calculus-visualizations And it seems that John Tromp's diagrams originate from David C. Keenan's Mockingbird (1996), and Bu…

  7. comment
    Comment #47216297

    You can also construct your own puzzles and share them via URL. Example: https://bntre.github.io/visual-lambda/#workspace=H4sIAAAAAAA...

  8. comment
    Comment #47191065

    For comparison: factorial(3) visualized in two different notations. John Tromp's Lambda Diagrams (via 2swap): https://www.youtube.com/watch?v=RcVA8Nj6HEo&t=1346s Bubble Notation: h…

  9. story
    Show HN: Visual Lambda Calculus – a thesis project (2008) revived for the web

    Originally built as my master's thesis in 2008, Visual Lambda is a graphical environment where lambda terms are manipulated as draggable 2D structures ("Bubble Notation"), and beta…

  10. story
    Show HN: Using Strudel to control dance animations

    We have countless fighting games with extremely complex input systems: long button combos, precise timing. But when it comes to dancing in games or interactive systems, complexity …

  11. comment
    Comment #46145767

    A tiny experimental "continuous-motion" Life glider I once made - an artistic take: https://bntr.planet.ee/lj/glider.gif

  12. comment
    Comment #45962291

    Exactly. Reversing the z-test is one way to get a reverse-perspective effect, but it doesn't allow for a smooth transition between projections (like dolly zoom).

  13. comment
    Comment #45962259

    For an extra dose of nausea, there's also a cross-eye stereo version: https://bntr.planet.ee/temp/rp/ (Alt + mouse wheel changes the eye distance)

  14. comment
    Comment #45962230

    No performance hit - it's just a custom projection matrix. The rest of the rendering pipeline works exactly the same as with a normal camera.

  15. comment
  16. story
    Show HN: Reverse perspective camera for OpenGL (Three.js)

    I've extended the standard OpenGL camera to allow smooth transition between normal perspective, orthographic, and reverse perspective projection. To demonstrate the effect, I built…

  17. comment
    Comment #45779838

    Great visualization! It would be good to add some fog for a better perception of 3D.

  18. comment
    Comment #45762993

    Once I made a transition between two ditherings: https://github.com/bntre/dithering-gradient-py

  19. comment
    Comment #45320361

    Another notation showing the construction of the predecessor function: https://www.youtube.com/watch?v=CWzn2ucPMdg

  20. comment
    Comment #45311018

    The most complete catalog I've found: https://github.com/prathyvsh/lambda-calculus-visualizations

  21. comment
    Comment #44506257

    My actual question: do you use xenharmlib for composing? I assume this is your album: https://fabianvallon.bandcamp.com/album/a-different-path-for... Was xenharmlib used in it, or …

  22. comment
    Comment #44506247

    A bit tangential, but I recently made a xenharmonic-related library too - focused more on the visual/harmonic space side: https://github.com/bntre/cs-rationals/blob/master/Rational…

  23. comment
    Comment #44070220

    Thanks! The cube mapping idea is really interesting — I didn’t know about that approach. However, I doubt it would help in my case, where the distortion is strong enough to flip th…

  24. comment
    Comment #44070051

    Thanks — your method makes more sense now. I’m not very familiar with architectural design problems, so I didn’t fully grasp how this technique helps build a more complete understa…

  25. comment
    Comment #44069875

    Thanks! I didn’t know about G4MF — looks cool. What I’ve missed more often, though, is 5×5 matrices for real 4D transformations.