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bntr
searching Neon…
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Show HN: Sfera – sliding puzzle in curved space (open-sourced)
(github.com)
2 points
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bntr
4mo ago
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0 comments
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bntr
6mo ago
Duplo is also compatible with regular Lego. We used Duplo for the big structure and Lego on top for details. Great way to build huge stuff quickly. https://upload.wikimedia.org/wikipedia/commons/0/04/LEGO
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bntr
7mo ago
Thanks! I liked the pics here: https://piedeleu.com/posts/diagrammatic-lambda-calculus/ I'd love to see them smoothly animated.
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bntr
7mo ago
Seems like it went to the wrong post.
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bntr
7mo ago
I like this catalog: https://github.com/prathyvsh/lambda-calculus-visualizations And it seems that John Tromp's diagrams originate from David C. Keenan's Mockingbird (1996), and Bubble Notation comes from Way
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bntr
7mo ago
You can also construct your own puzzles and share them via URL. Example: https://bntre.github.io/visual-lambda/#workspace=H4sIAAAAAAA...
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bntr
7mo ago
For comparison: factorial(3) visualized in two different notations. John Tromp's Lambda Diagrams (via 2swap): https://www.youtube.com/watch?v=RcVA8Nj6HEo&t=1346s Bubble Notation: https://www.youtube.com&
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Show HN: Visual Lambda Calculus – a thesis project (2008) revived for the web
(github.com)
49 points
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bntr
7mo ago
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9 comments
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Show HN: Using Strudel to control dance animations
(github.com)
2 points
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bntr
8mo ago
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0 comments
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bntr
10mo ago
A tiny experimental "continuous-motion" Life glider I once made - an artistic take: https://bntr.planet.ee/lj/glider.gif
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bntr
10mo ago
Exactly. Reversing the z-test is one way to get a reverse-perspective effect, but it doesn't allow for a smooth transition between projections (like dolly zoom).
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bntr
10mo ago
For an extra dose of nausea, there's also a cross-eye stereo version: https://bntr.planet.ee/temp/rp/ (Alt + mouse wheel changes the eye distance)
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bntr
10mo ago
No performance hit - it's just a custom projection matrix. The rest of the rendering pipeline works exactly the same as with a normal camera.
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Show HN: Reverse perspective camera for OpenGL (Three.js)
(github.com)
52 points
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bntr
10mo ago
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8 comments
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bntr
11mo ago
Great visualization! It would be good to add some fog for a better perception of 3D.
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bntr
11mo ago
Once I made a transition between two ditherings: https://github.com/bntre/dithering-gradient-py
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bntr
1y ago
Another notation showing the construction of the predecessor function: https://www.youtube.com/watch?v=CWzn2ucPMdg
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bntr
1y ago
The most complete catalog I've found: https://github.com/prathyvsh/lambda-calculus-visualizations
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bntr
1y ago
My actual question: do you use xenharmlib for composing? I assume this is your album: https://fabianvallon.bandcamp.com/album/a-different-path-for... Was xenharmlib used in it, or some other software?
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bntr
1y ago
A bit tangential, but I recently made a xenharmonic-related library too - focused more on the visual/harmonic space side: https://github.com/bntre/cs-rationals/blob/master/RationalsE... Demo piece:
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bntr
1y ago
Thanks! The cube mapping idea is really interesting — I didn’t know about that approach. However, I doubt it would help in my case, where the distortion is strong enough to flip the depth order of objects. Maybe these methods could be combi
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bntr
1y ago
Thanks — your method makes more sense now. I’m not very familiar with architectural design problems, so I didn’t fully grasp how this technique helps build a more complete understanding of the internal structure of composed objects. The fin
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bntr
1y ago
Thanks! I didn’t know about G4MF — looks cool. What I’ve missed more often, though, is 5×5 matrices for real 4D transformations.
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bntr
1y ago
Thanks for the kind words and for sharing your thoughts! I actually remember Jenn3d as well — the animations always reminded me of some kind of shimmering foam. Unfortunately, I couldn’t quite grasp the method you’re describing — perhaps I’
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bntr
1y ago
Do you mean applying geometric distortion in the fragment shader? I'm not quite sure how that would work (I'm not so familiar with shaders at that level). I've heard of true 3D bump mapping being done in fragment shaders (not
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bntr
1y ago
VR has come up a couple of times in response to my experiments - maybe it’s time I give it a try. I once tried a cross-eye 4D view: https://github.com/bntre/40-js
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bntr
1y ago
I'm not entirely sure I understand the question. I doubt that any kind of sphere other than the abstract mathematical one (X²+Y²+...= 1) would be suitable for transformations like stereographic projection.
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bntr
1y ago
The surface of a 4D sphere (a 3-sphere) is itself 3-dimensional (just like the surface of an ordinary 3D ball is 2D). So when I use the hypersphere in intermediate computations, I’m not actually adding an extra dimension to the world. What
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bntr
1y ago
The 4D sphere makes sense here because its surface is 3-dimensional. That means I can project the model from 4D sphere back to 3D in a bijective (one-to-one) way. You could project from 5D down to 3D, but the dimensional mismatch breaks the
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Show HN: Curved Space Shader in Three.js (via 4D sphere projection)
(github.com)
68 points
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bntr
1y ago
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23 comments
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