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Show HN: Spin Lab

srijanshukla.com

21–30 of 30 posts

Re: Show HN: Spin Lab

#22

I opened it on mobile, the first window shows up and the text cannot be scrolled through. Also absolutely horrible UI and seems like you just put up whatever Fable shat out without checking or any thought. I am only saying this because you shared it for public feedback

Fair feedback. I've got zero UI skills - I just did put up whatever Fable gave out. That's true.

I put tons of time explaining spin physics to Fable - that was some effort on my part and that's it.

the UI feedback, I'll pass it Fable when its back :D

And yep it doesn't look good on mobile devices - try it on a desktop screen if you can, much better there.

Re: Show HN: Spin Lab

#23

Hey HN, I built Spin Lab: a browser-based interactive explainer for table-tennis spin. It visualizes topspin/backspin, spin rate, ball trajectory, bounce behavior, and why the opponent’s return reacts the way it does. I built it because spin is central to table tennis, but most explanations are either too hand-wavy or too static. I wanted something you can scrub, slow down, and experiment with.

Are you using flight trajectories with simulated drag and lift from Magnus effect?

Yes! it does do the math for Magnus effect. Source code is all client side you can take a look at it.

But early on when I started this, I prompted the LLMs strongly to focus on having accurate real world physics baked in.

Re: Show HN: Spin Lab

#25
post #12

i feel like it would be better if it didn't have text that's clearly ai generated

Why? It all makes sense. That being said on my cell phone, I can’t make heads or tails of this. Nothing really works.

Yeah sorry about that. Doesn't look that good on the phone. Try it out once on your laptop/desktop - much better there.

And actually it should all work - just looks cramped on phone.

Re: Show HN: Spin Lab

#26

Earlier quoted context omitted.

Why? It all makes sense. That being said on my cell phone, I can’t make heads or tails of this. Nothing really works.

I don't think the issue is that they used ai behind the scenes, but there is an implicit proof of work from forcing it beyond the style you'd expect. I for one roll my eyes whenever I see that specific kind of rounded corner, frosted glass ui and layout choices. It looks like someone trying to superficially/ham-fistedly trying to replicate "good taste" without actually having a good model of taste, its quite uncanny/…

Aesthetic fatigue from AI :D I understand, I feel it too.

But yeah I've got zero UI skills - I just wanted to showcase the spin dynamics somehow, so shared it anyway.

Re: Show HN: Spin Lab

#30

Earlier quoted context omitted.

Are you using flight trajectories with simulated drag and lift from Magnus effect?

Yes! it does do the math for Magnus effect. Source code is all client side you can take a look at it. But early on when I started this, I prompted the LLMs strongly to focus on having accurate real world physics baked in.

Nice! Why I can only select the angle in multiples of 5°? I expected to be able to rotate the blade just a little.

For "Back Spin" I used: angle = open 50°, Brush = -20° down, Speed = 13 km/h and I got a success "Lands - Smash Food". Do you have a table of the possible classification?

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