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ux

HN member
Joined
Tue, Mar 20, 2012, 11:39 PM UTC
HN karma
1,919
Public activity
140 items

About ux

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Recent public activity

  1. comment
    Comment #46198712

    Thank you for the kind words, and you're on point with "poetry using math". I started 2-3 months ago or so doing this stuff, so don't be too intimidated to start. Especially with t…

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    Comment #46198687

    > Thanks for putting this together. I'm glad it reaches an audience :) > Only critique is.. if you're sharing to teach, your compact/one line [460] char GLSL code is a poor deliver…

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    Comment #46198661

    > What's a good way to get started learning to build/customize shaders with GLSL? I gave some directions and resources in a comment here, it might help you: https://www.reddit.com/…

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    Comment #45630901

    Thank you! Do we have a guarantee that these subcurves are solvable with Newton's method? The approach with derivatives has this because we know there is one crossing, and also cli…

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    Comment #45629648

    What you described in your first message seemed similar to the approach used in the degree N root solving algorithm by Cem Yuksel; splitting the curve in simpler segments, then bis…

  8. comment
    Comment #45628934

    Thanks, I'll look into this. BTW, your 2nd shadertoy link is off (maybe it's private? Edit: seems you fixed it, thanks)

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    Comment #45628925

    I'm interested in the approach you're describing but it's hard to follow a comment in the margin. Is there a paper or an implementation example somewhere?

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    Comment #45627638

    Finding the sign of the distance has been extremely challenging to me in many ways, so I'm very curious about the approach you're presenting. The snippet you shared has a "a³-bcd ≤…

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    Comment #45461340

    Ah nice for noticing d!=0 is d>0. Not sure how I missed the multiplication to get rid of the vector form; I guess I was too obsessed with the x-x trick... I added your changes to t…

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    Comment #45424988

    Is this tutorial kind of abandoned? There are many teased chapters that never seem to have materialized somehow.

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    Comment #45423721

    This is not equivalent; the `a` in `c.r+=w*a` is different, you need the original untouched w. The mountain looses its crack with your version. But! You can save 1 char by replacin…

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    Comment #45423677

    Incredible, thank you very much. I've included the script for a quick fix, I'll see how to make to cook something myself at some point!

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    Comment #45420522

    Yeah. If you want implicit conversion, you need to specify a constructor like float(cond), but that would be longer than the ternary form. I thought about using a vec3() but vec3(.…

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    Comment #45420366

    Ah, someone reported this to me today, but I must admit I have no idea how to address the issue. Currently the canvas animations are stopped when out of context, but yeah they have…

  18. comment
    Comment #45420342

    Hey, thank you, that's a nice one. I added the change to the Shadertoy version with your credit. I will add a note/update on the blog and demo page later. Thanks again :)

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    Comment #44212364

    Hehe, thanks. The thing is, it could hardly have been prerecorded animations :D I don't know if you tried before, but compressing noise is particularly hard, so 16 videos would hav…

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    Comment #44211796

    > What an impressive and thorough deep dive. Thanks! > Have any of you ever gotten lost tweaking fade functions to get that perfect wave-like look? You cannot use anything for the …

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    Comment #40435942

    1. depends if you're in the physics main loop or not; in Godot for example the physics main loop is based on the project configuration, not correlated with the display (I could hav…