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GSo C-Vector Fun  (2010-Apr-17 12:00 EDT)

by Richo <richo>


 

Description

A simple example showing the benefits of having each vector as a separate morph.

Comments

by <>  (2010-Sep-03 7:42 EDT)

Cool! The vector was oft-wanted feature and this looks promising!

 

by <>  (2010-Sep-03 7:42 EDT)

Interesting example.

It helps understanding the basis of vectors.

Only our imaginations are the limit to dress up these vectors with more complex objects and create great games and animations.

 

by <>  (2010-Sep-03 7:42 EDT)

So, I made another PHASER reimplementation based on this.

http://squeakland.jp/seaside/SBSuperSwiki/1f5053f7-edd7-4d43-bcfc-e8bee42ec3cb

 

by <>  (2010-Sep-03 7:42 EDT)

Wow! Cool project Yoshiki!

 

by <>  (2010-Sep-03 7:42 EDT)

Richo,

please check out:
http://squeakland.org/showcase/project.jsp?id=7217
http://squeakland.org/showcase/project.jsp?id=7402

I'll make a triangle wave but also the way to make specified number of vectors...

 

by <>  (2010-Sep-03 7:42 EDT)

This is an interesting exploration: it emphasises that trigonometry is more accessible than a bunch of abstract ratios. I like the way that the rotation rate and the rightward speed can be adjusted.

It would be interesting to overlay different curves on each other, like a memory oscilloscope.

One disappointment: when I paused the "Graph: keep inside bounds" script and restarted it, the plot had gone haywire and I couldn't easily reset it.

 

by <>  (2010-Sep-03 7:42 EDT)

Carlos,

Well, there is some explanation ("A simple example showing the benefits of having each vector as a separate morph. Richo's VectorFun with plotting."). In general, I don't think the explanation have to be done by the author. (I could argue that it should be done by someone else.) It is really appreciated if you can provide a better versions.

 

by <>  (2010-Sep-03 7:42 EDT)

Yoshiki, I've seen your projects. Even though I don't fully grasp the maths behind them I think the end result is beautiful.

It also took me a lot of time to understand the connection between the rectangles. I was so surprised to realize it was just the "embed into" feature :)

 

by <>  (2010-Sep-03 7:42 EDT)

In these ones with embedding, the math needed to be tweaked a bit. The standard equation is elsewhere (like on Wikipedia, http://en.wikipedia.org/wiki/Square_wave), but since a child rectangle is embedded into a rotating parent rectangle, its own angular speed is offset by the all parents'.

 

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