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A simple 16x16 dot animation from simple math rules

tixy.land

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Re: A simple 16x16 dot animation from simple math rules

#85
I've made a few of these as doodles while waiting for other stuff. Great set of restrictions to inspire creativity.

X Plus Star https://tixy.land/?code=%28sin%28t*0.8*-sqrt%28%28x-7.5%29**...

Sin Sin https://tixy.land/?code=sin%28sin%28i*sin%28t%2F10%29%29%29

Traffic https://tixy.land/?code=sin%28i*i*t*0.0005%29

Re: A simple 16x16 dot animation from simple math rules

#86
post #78
post #74

Earlier quoted context omitted.

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…

Why does the BMP file format store the image upside-down though?

IBM brain rot adopted by Microsoft.

Why are device-independent bitmaps upside down? Raymond Chen https://devblogs.microsoft.com/oldnewthing/20210525-00/?p=10...

I think you had to wait for WinG or maybe even DirectX to get normal 1:1 mapping.

OpenGL is so old it had same stupid ideas about coordinates.

Re: A simple 16x16 dot animation from simple math rules

#87

Is there a pattern or animation you can manually animate on those dots that can’t be represented by an equation?

If the animation is finite in time and with finite time steps and sample points, I think no. Because you can fit a polygon through any set of points if the polygon has enough dimensions.

Re: A simple 16x16 dot animation from simple math rules

#88
post #51
post #31

Earlier quoted context omitted.

> In computer graphics, the origin (0, 0) is top-left rather than bottom-left Umm...

What's wrong with that statement? It has historically and traditionally been true for raster displays, even if there do exist ways to use standard Cartesian-style coordinates with a computer.

There top left has usually been (0, 0) for hardware pixel coordinates (although even then there’s plenty of exceptions, e.g. mode 13h scrolling) but as a blanket statement about computer graphics in general it’s misleading.

Re: A simple 16x16 dot animation from simple math rules

#89
post #88
post #51

Earlier quoted context omitted.

What's wrong with that statement? It has historically and traditionally been true for raster displays, even if there do exist ways to use standard Cartesian-style coordinates with a computer.

There top left has usually been (0, 0) for hardware pixel coordinates (although even then there’s plenty of exceptions, e.g. mode 13h scrolling) but as a blanket statement about computer graphics in general it’s misleading.

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