Viewing profile — bntr
bntr
HN member- Joined
- Mon, Nov 20, 2017, 3:29 PM UTC
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About bntr
Recent public activity
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Comment #48096126
[dead]
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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…
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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…
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Comment #47231007
Thanks! I liked the pics here: https://piedeleu.com/posts/diagrammatic-lambda-calculus/ I'd love to see them smoothly animated.
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Comment #47230841
Seems like it went to the wrong post.
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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…
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Comment #47216297
You can also construct your own puzzles and share them via URL. Example: https://bntre.github.io/visual-lambda/#workspace=H4sIAAAAAAA...
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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…
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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…
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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 …
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Comment #46145767
A tiny experimental "continuous-motion" Life glider I once made - an artistic take: https://bntr.planet.ee/lj/glider.gif
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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).
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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)
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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.
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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…
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Comment #45779838
Great visualization! It would be good to add some fog for a better perception of 3D.
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Comment #45762993
Once I made a transition between two ditherings: https://github.com/bntre/dithering-gradient-py
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Comment #45320361
Another notation showing the construction of the predecessor function: https://www.youtube.com/watch?v=CWzn2ucPMdg
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Comment #45311018
The most complete catalog I've found: https://github.com/prathyvsh/lambda-calculus-visualizations
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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 …
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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…
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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…
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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…
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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.