I loved tixy when I first discovered it a few years ago so created this https://www.mathsuniverse.com/tixy (with permission from the original author) with puzzles to solve on the tixy grid. I use it with my computer science students who get really into it.
> In computer graphics, the origin (0, 0) is top-left rather than bottom-left Umm...
A simple 16x16 dot animation from simple math rules
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Re: A simple 16x16 dot animation from simple math rules
#52Now I’m wondering who first published these trig function pixel paint tricks. Somewhere between HAKMEM munching squares and the 80s demoscene?
Re: A simple 16x16 dot animation from simple math rules
#53Re: A simple 16x16 dot animation from simple math rules
#54https://tixy.land/?code=-.5%2B%28x%5Ey%29%25%283*Math.sin%28...
Re: A simple 16x16 dot animation from simple math rules
#55Fun! https://tixy.land/?code=sin%28i%2Bt%29
i don't even know whats happening but its mesmerizing https://tixy.land/?code=sin%28i*t%2F128%29
Re: A simple 16x16 dot animation from simple math rules
#56Re: A simple 16x16 dot animation from simple math rules
#57Re: A simple 16x16 dot animation from simple math rules
#58I loved tixy when I first discovered it a few years ago so created this https://www.mathsuniverse.com/tixy (with permission from the original author) with puzzles to solve on the tixy grid. I use it with my computer science students who get really into it.
> In computer graphics, the origin (0, 0) is top-left rather than bottom-left Umm...
Re: A simple 16x16 dot animation from simple math rules
#59Earlier quoted context omitted.
> In computer graphics, the origin (0, 0) is top-left rather than bottom-left Umm...
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.
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 upwards.
Almost all raster displays, and memory based programs assume top left, because that is how it was done first - counter intuitive.