Finally! Time to recreate the classic: https://www.youtube.com/shorts/pTgJaJYHIAs
Show HN: Boing
91–100 of 156 posts
Re: Show HN: Boing
#92Funny thing: this feels "realistic" because it’s not perfect physics. A perfectly simulated Hooke's law spring actually looks fake and too stiff. But if you let the animation wobble a bit more and slow down the damping, our brain reads it as weight and squishiness. It’s basically controlled sloppiness.
> this feels "realistic" because it’s not perfect physics. A perfectly simulated Hooke's law spring Confused. Perfect physics means perfectly simulating reality, not perfectly simulating an unreal idealized formula. Are you saying Hooke's law doesn't feel realistic or are you saying a simulator for a realistic spring doesn't feel realistic?
Re: Show HN: Boing
#93Love this. Had to cheat, naturally. setInterval(()=>{const canvas=document.getElementById('canvas');const startX=266;const startY=198;const rect=canvas.getBoundingClientRect();const startClientX=rect.left+startX;const startClientY=rect.top+startY;let endClientX,endClientY,distance;do{endClientX=Math.random()*window.innerWidth;endClientY=Math.random()*window.innerHeight;const dx=endClientX-startClientX;const dy=endCli…
while true; do curl -X POST -Ss https://respected-accordion-31461.ondis.co/boing &; sleep 0.1; doneRe: Show HN: Boing
#94Earlier quoted context omitted.
> this feels "realistic" because it’s not perfect physics. A perfectly simulated Hooke's law spring Confused. Perfect physics means perfectly simulating reality, not perfectly simulating an unreal idealized formula. Are you saying Hooke's law doesn't feel realistic or are you saying a simulator for a realistic spring doesn't feel realistic?
In reality, nothing is perfect. Materials are never 100% one material. Rustness is imperfection, the weight and material of the ball, and the place it's attached are also consideration points, how firmly it is attached, and with which material. A "perfect" simulation of the spring itself would have to consider all these variables, and they almost never do.
This leads to what GP was saying: many just cut things off at "Hooke's law simulates a spring, so I'll use that, but the rest is a bit too much to fit so I won't do it" but "Hooke's law simulates a spring but adding a bit of not-physics based fluff approximates all the rest" actually gives far superior results even though it doesn't only use perfect physics equations as the former did.
Re: Show HN: Boing
#95Re: Show HN: Boing
#96It doesnt boing rotationally, only in a straight line. Like the spring isn't really there. If I bend it right round to one side so the spring is curved I expect it to bounce round to the other side.
you are right - just improved this and I think it looks a lot better (deploying now) thanks!
Re: Show HN: Boing
#97Re: Show HN: Boing
#98Love this. Had to cheat, naturally. setInterval(()=>{const canvas=document.getElementById('canvas');const startX=266;const startY=198;const rect=canvas.getBoundingClientRect();const startClientX=rect.left+startX;const startClientY=rect.top+startY;let endClientX,endClientY,distance;do{endClientX=Math.random()*window.innerWidth;endClientY=Math.random()*window.innerHeight;const dx=endClientX-startClientX;const dy=endCli…
while true; do curl -X POST -Ss https://respected-accordion-31461.ondis.co/boing &; sleep 0.1; done
Re: Show HN: Boing
#99Earlier quoted context omitted.
alright, I implemented a world boing counter :-) thanks for the great idea
Nice, could you share how you implemented it?
In-memory ip address rate limiting.
Hosted and deployed on a ~$20 EC2 server using the open source tool I've been working on, https://disco.cloud/
We were at ~120 requests/second earlier and it took it on, no sweat.
Re: Show HN: Boing
#100Is this physics based audio?