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Mechanical Watch

ciechanow.ski

221–230 of 425 posts

Re: Mechanical Watch

#223
post #157

This bumps up my desire to build my own mechanical watch using one of the kits here: https://rotatewatches.com (something I've had bookmarked for a while as a possible rainy day project)

One of my isolation projects was to put together a watch using an ETA 2824-2 movement from EBay. You might want to consider buying the parts you want individually. Match a case to a movement or it's clone. Find a dial that matches the movement complications and the case diameter. Find hands that match the movement and the case diameter. Most of the work is in the identification of parts, putting the watch together is really just like slapping a small sandwich together (minus putting the second hand on, that... is a test of dexterity, perseverance and commitment, the shaft you have to set it on is ~0.25mm).

Often a seller will be a small time watch maker and their components will all fit together, a good way to save on shipping.

Result: it's become my favorite watch, I wear it every day.

Next project was to use a bunch of cheap clone parts and a 3d printed dial, still working on that one :)

Re: Mechanical Watch

#224

Earlier quoted context omitted.

He does it "the right way™". Use the platform. Don't use any framework or generic library. Go straight to the point and code what you need, when you need it. Don't minify or bundle anything, and let the people who are learning and courious a straightforward way to connect the dots, without forcing them into a github repository with 90% of the code unrelated to the thing and existing just to glue 1000 pieces written b…

I strongly disagree that this is "the right way". I think that the platform provides low level primitives that are _designed_ to have abstractions built upon them. Doing it like this has the potential to be the most performant, but it does so in the same way as writing your programs directly in assembly is potentially performant. I also don't think that the source code is particularly readable for me, and contains lo…

On a scale of 1 to 10 how strongly are we talking here?

Re: Mechanical Watch

#225

Earlier quoted context omitted.

I strongly disagree that this is "the right way". I think that the platform provides low level primitives that are _designed_ to have abstractions built upon them. Doing it like this has the potential to be the most performant, but it does so in the same way as writing your programs directly in assembly is potentially performant. I also don't think that the source code is particularly readable for me, and contains lo…

On a scale of 1 to 10 how strongly are we talking here?

9.5 Your PR will be held up for at least a month with the back and forth.

Re: Mechanical Watch

#226
post #222
post #219

Earlier quoted context omitted.

Why not? What's wrong with it?

Here is "drawing a triangle" https://www.tutorialspoint.com/webgl/webgl_drawing_a_triangl...

Holy living crap. I was all with it up until I saw the actual full HTML example. That is an incredulous amount of overhead for what is essentially one of the most basic and fundamental operations in *GL.

Comparing this to Canvas is almost like comparing assembly to C. I'm honestly very surprised.

Re: Mechanical Watch

#228
post #222
post #219

Earlier quoted context omitted.

Why not? What's wrong with it?

Here is "drawing a triangle" https://www.tutorialspoint.com/webgl/webgl_drawing_a_triangl...

That looks like a fair bit of boilerplate, and a shitty tutorial with comments that mostly just repeat what the code says, but the API doesn't look unusable.

https://github.com/patriciogonzalezvivo/glslCanvas/blob/mast... has most of that same boilerplate in a less repulsive form. https://github.com/patriciogonzalezvivo/glslCanvas/blob/mast... has other bits.

Re: Mechanical Watch

#229
post #222

Earlier quoted context omitted.

Here is "drawing a triangle" https://www.tutorialspoint.com/webgl/webgl_drawing_a_triangl...

Holy living crap. I was all with it up until I saw the actual full HTML example. That is an incredulous amount of overhead for what is essentially one of the most basic and fundamental operations in *GL. Comparing this to Canvas is almost like comparing assembly to C. I'm honestly very surprised.

Though boilerplate is never acceptable, most of that is constant-factor overhead, not per-triangle overhead, and tutorialspoint is not a site you should trust under any circumstances. See my links above for better sources.

If you put more vertices and indices in Step 2 you can draw an arbitrarily complex 3-D object with this same code.

And there's a lot of stuff in GLSL where you can program directly with high-level concepts like vectors, normals, and partial derivatives, instead of expressing them by hand the way you would in C.

Re: Mechanical Watch

#230
post #145

> when we pull the crown all the way out to enter the time setting mode, that stop lever blocks the balance wheel, which stops the watch in an action known as hacking whoa, is this the origin of the word "hacking" in the "throw something into the wheels to make it work" sense? very interesting.

Well, you can also hack away at a tree with an axe.
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