archee information 192 glöps
- general:
- level: user
- personal:
- first name: Peter
- last name: Soltész
- 4k Windows Beat balls by Archee [web]
- Quote:Elastic collisions are pretty simple in analogue physics. as a three-way collision can't happen exactly at the same time. (this is analogue physics, for faster retries during precalc)
Good good shit, how did you solve the elastic collisions? This looks so cool.
Code:vec2 d1 = normalize(poss[k]+vels[k]*nextcollistime[j] - (poss[j]+vels[j]*nextcollistime[j])); d1 = d1 * dot(vels[j] - vels[k], d1); vels[j] -= d1; poss[j] += d1 * nextcollistime[j]; vels[k] += d1; poss[k] -= d1 * nextcollistime[j];
- isokadded on the 2023-09-11 18:22:03
- 4k Windows Zeppa by Dilemma [web]
- Oh, those 90s.
What an old school feeling. <3 - rulezadded on the 2023-09-11 10:44:36
- 4k Windows Beat balls by Archee [web]
- Quote:Wrong guess. It's only simulated forwards. Your idea is interesting, though, you would still need to simulate it forward too from the drum-hit. Also notice, that some balls hit both drums or one drum twice before leaving the cage. The collisions are fully elastic, there is no change in kinetic energy. I should have made it lossy to look real.
I found this funny in unexpected ways.
It's apparent that you are running your physics backwards, launching balls to be emitted at just the point in time where they should be touching on the beat, and then running all the collision physics backwards from that (after all, the individual collision process is time-symmetric).
But since your physical simulation of this many-particle system basically runs backwards in time, you've got entropy constantly decreasing in the system.
I can't quite put my finger on what it is, but I get the feeling that it *looks wrong*.
Like an intuitive sense that entropy is decreasing instead of increasing, as it should. Fun! - isokadded on the 2023-09-10 14:52:35
- demo Windows Arcade by Spectrals [web]
- Curved displays in the 80s, LMAO :P
I remember from my childhood, these coin robbers had an almost flat CRT screen behind a flat protecting glass, which took the losing punches.
I saw Killer Instinct on Nintendo 64 featuring a 3D background with textures at 50 FPS, which was impossible on my 80386 40Mhz.
For me the real nostalgy time will come when RTX 3070 will be in the oldschool compo, and deep AI videos in the demos. - rulezadded on the 2021-04-08 00:07:12
- 4k procedural graphics Windows You Are Here
- Stunning modeling and rendering. I had no idea how to do the wrinkles.
Though, the background doesn't fit it and it takes a lot of space. Plain color sky or real clouds works better. (I'm playing with it on Shadertoy) - rulezadded on the 2021-04-06 16:16:44
- demo Windows A New World Awaits by Peisik [web] & ____blnk
- I like the idea of weed growing over metal fractals.
I was trying to guess how the sky was generated, then found the real photos in the assets folder :P - rulezadded on the 2021-04-06 00:34:48
- demo Windows escalation by Ümlaüt Design [web]
- The colours are well chosen to work together :D
Anti-aliased lines please. - rulezadded on the 2020-09-21 23:08:04
- demo Windows VX2 by Spectrals [web]
- The way to win: show a woman with balls under her clothes.
- rulezadded on the 2020-04-14 20:11:14
- 4k procedural graphics Windows The Real Party Is In Your Pocket by Fizzer
- Amazing realistic picture. Running it on a slower GPU helps me to guess how it works. Reminds me of my lego images from the past.
- rulezadded on the 2020-04-13 14:43:59
- 4k Windows Deck II by LJ & Virgill [web]
- I like to see photo--realistic rendering in intros. Much more interesting than fractal intros.
Would be better, if the specular highlights would not be fake. (Those funky lamps shine backwards onto the ceiling and also through the walls) - rulezadded on the 2020-04-12 12:51:09
account created on the 2006-02-22 15:21:05