Centered circle wave: https://tixy.land/?code=Math.sin%28-2*t%2B0.045*%28x-7.5%29*...
A simple 16x16 dot animation from simple math rules
71–80 of 105 posts
Re: A simple 16x16 dot animation from simple math rules
#72Re: A simple 16x16 dot animation from simple math rules
#73Re: A simple 16x16 dot animation from simple math rules
#74Earlier quoted context omitted.
I'm struggling to see the problem with this statement, other than maybe to add in the word "usually". My students will know of graphs in maths where the origin is always bottom left. When working with HTML canvas and every other computer graphics situation I've worked in, it's top left instead.
"PostScript uses a coordinate system where the origin is at the bottom-left corner of the page, with the x-axis increasing to the right and the y-axis increasing upwards." Oscilloscopes use middle-left. Unreal engine and SketchUp use Screen middle with xy increasing to the right. in AutoCAD, the user coordinate system is 1/3 of the screen to the left for the origin, with X increasing to the right, and Y increasing up…
A raster image onscreen is displayed in the order that the data appears when written down. It stands to reason that a data depiction should be in the same orientation as the display orientation. Displays were created by people who read from left to right, top to bottom. If the displays did not follow that order. images would be flipped or rotated when displayed in a data form.
The first pixel written to the display is in the top left because we read from the top left. If writers of another language had have popularised the text, perhaps things might have been different.
Re: A simple 16x16 dot animation from simple math rules
#75Re: A simple 16x16 dot animation from simple math rules
#76https://tixy.land/?code=-.5%2B%28x%5Ey%29%25%283*Math.sin%28...
https://c50.fingswotidun.com/show/?code=28*ddx*%24%3Ay*%243o...*
Quite a fun challenge.
The Suffix is 2P8dus:vs
which is
2 clip to -2 to +2
P8*d 2 copies of 8*PI
u*s 8 horizontal sine
:v*s 8 vertical sine
* mix horz and vert to make the tixy circles.Re: A simple 16x16 dot animation from simple math rules
#77Re: A simple 16x16 dot animation from simple math rules
#78Earlier quoted context omitted.
"PostScript uses a coordinate system where the origin is at the bottom-left corner of the page, with the x-axis increasing to the right and the y-axis increasing upwards." Oscilloscopes use middle-left. Unreal engine and SketchUp use Screen middle with xy increasing to the right. in AutoCAD, the user coordinate system is 1/3 of the screen to the left for the origin, with X increasing to the right, and Y increasing up…
It it not counter intuitive and the decision extends far earlier than the first displays. A raster image onscreen is displayed in the order that the data appears when written down. It stands to reason that a data depiction should be in the same orientation as the display orientation. Displays were created by people who read from left to right, top to bottom. If the displays did not follow that order. images would be…
Re: A simple 16x16 dot animation from simple math rules
#79Isn't i == x + 16*y? Why is it needed?
Re: A simple 16x16 dot animation from simple math rules
#80Tixy.land - https://news.ycombinator.com/item?id=36646163 - July 2023 (2 comments)
Minimal 16x16 Dots Coding Environment - https://news.ycombinator.com/item?id=24974534 - Nov 2020 (37 comments)