Known "fun-haver" and "silly billy". Enjoys fixing or breaking computers. Thinks about languages and people. Slowly turning into sludge. Searching for the machine-world. Serene.
delete = forget
:skeleton:
@Dangerous_beans It's hard work
psst kids.. you can do the "liquid glass" animation thing easily with signed distance fields
https://iquilezles.org/articles/distfunctions2d/
@macberg (genuine)
@teadrinker I call it a clothes rack, but it's more a description than a name
@morachbeag I think it works pretty well mostly, I sometimes have to open Apple Pages documents with it, and even they're mostly readable, and from what ive heard MS Word compatibility is even better.
@shlee Thanks so much to you and the @AusSocialMods and everyone else who keeps this stuff running. I don't know how you manage sometimes, but I know it means alot to alot of people. I'm not kidding when I say that I don't use any other social media. :blobcatheart:
she hates bathtime, but fears not the tub. such hubris
#catsofmastodon
@alter_kaker
I'll try my best, but the maths might be past 10. :blobcat:
So, the first thing is to work out how to convert between 2D and 3D points.
If you have a fixed camera, where X is left/right on the screen, Y is up/down, and Z is in/out (depth), then:
(x and y are 2D. X, Y, and Z are 3D)
x = X / Z * zoom + width/2
y = Y / Z * zoom + height/2
(zoom is usually height / tan(fov/2))
The problem with going the other way is that there is a line of 3D points that go to the same 2D point, however, if you have two 2D points, and you know their relative positions in 3D space, then it's possible to determine their exact 3D coordinates.
Let's say you have the 2D points A which is (x1, y1) and B which is (x2, y2), which are located at unknown 3D points (X, Y, Z) and (X + a, Y + b, Z + c) respectively, where a, b, and c are known.
Substituting and rearranging gives you:
X = (x1 - width/2) * Z / zoom
Y = (y1 - height/2) * Z / zoom
AND EITHER
Z = ((x2 - width/2) * c - a * zoom) / (x1 - x2)
OR
Z = ((y2 - height/2) * c - b * zoom) / (y1 - y2)
If zoom = 1, and we remove the width or height/2 part which just centres the coordinates, and if the two points are flat facing the camera (same Z, c = 0), then the equations look like:
Z = -a / (x1 - x2)
X = x1 * Z
Y = y1 * Z
Calculate it at multiple points in time, and you can find the speed. Something to note is that if the object is moving at a fixed speed in 2D then it is either moving exactly left/right or changing speed as it gets further or closer to the camera. On the other hand, it will appear to speed up or slow down in 2D if its moving at a fixed speed in 3D.
PS. Someone tell me if my equations wrong, i did the rearranging myself.
@coolandnormal omg hell yeah!
@Unixbigot I have no ewaste, my 20 dead batteries are for emotional support
@MelissaBearTrix It tricked me for a bit too :blobcatgiggle:
A more funny one i just found is https://fedi-crimes.lexi.re/@_who_up_instancing_they_host/statuses/stupid_shitpost
edit: wait link no work
@MelissaBearTrix (in case you don't know yet, the text just says whatever the instance you're on is)
@davidgerard I love how this both funny and serious, joke and instruction. what is the funny part? all of it? none? who knows...
Why not write a C program that makes calls to bash and tcc -run it as a script :3
@bazkie I mean... Yeah, sort of lol. I seek out wierd art things alot for inspiration and broadening horizons etc, and if masks andor figures are involved, well, I am interested :)
@bazkie mines same as usual (minus deltarune letsplays lol), but then again the clickbait youtube gives me is:
nonsense title + surreal low quality picture of masked figure or animation + 30k views or 1mil views