The Latest

Jul 27, 2014 / 133 notes
Jul 26, 2014 / 288 notes
unstable construct
Jul 26, 2014 / 92 notes

unstable construct

some bot did that
Jul 15, 2014 / 19 notes

some bot did that

Jul 1, 2014 / 77 notes
Jun 29, 2014 / 288 notes
wallflower-of-society:

What. The. Actual. Fuck.

I like when people react to my stuff.
Jun 18, 2014 / 8,202 notes

wallflower-of-society:

What. The. Actual. Fuck.

I like when people react to my stuff.

Jun 17, 2014 / 19 notes
Jun 16, 2014 / 10 notes
I don’t remember how that happened…
Jun 15, 2014 / 33 notes

I don’t remember how that happened…

Jun 14, 2014 / 91 notes
Jun 14, 2014 / 15 notes

xor experiments

patakk:

Here’s a simple function you can use for easing motions, just set your “time” variable to go from 0 to 1.
The ‘g’ adjusts the amount of easing.
In the animation above I used the function like this:x = 300 * ease(time, g);float ease(float p, float g){  if (p < 0.5)     return 0.5 * pow(2*p, g);  else    return 1 - 0.5 * pow(2*(1 - p), g);}
Edit: the “if” statement was missing the part after ‘<’ because html ingored that character thinking it was a part of html :S

You can also have the Processing’s map and norm functions to ease their output values using any easing function you like.


// Your easing function
// Any Robert Penner's easing function can be used here
float easeIn(float t, float b, float c, float d) {
  return -c * (float) Math.cos(t / d * (Math.PI / 2)) + c + b;
}

// Converts a value that is in range [min, max] to [0, 1]
float smoothNorm(float value, float min, float max) {
  return easeIn(value, min, max - min, max);
}

// Converts a value from range [min, max] to [nmin, nmax]
float smoothMap(float value, float min, float max, float nmin, float nmax) {
  return nmin + smoothNorm(value, min, max) * nmax; 
}


The easing function is hard-coded into smoothNorm because I have not figured out how to dynamically call a function in Processing/Java :(

Edit: Robert Penner’s easing functions for Processing
Jun 13, 2014 / 702 notes

patakk:

Here’s a simple function you can use for easing motions, just set your “time” variable to go from 0 to 1.
The ‘g’ adjusts the amount of easing.

In the animation above I used the function like this:

x = 300 * ease(time, g);

float ease(float p, float g){
  if (p < 0.5)
    return 0.5 * pow(2*p, g);
  else
    return 1 - 0.5 * pow(2*(1 - p), g);
}

Edit: the “if” statement was missing the part after ‘<’ because html ingored that character thinking it was a part of html :S

You can also have the Processing’s map and norm functions to ease their output values using any easing function you like.

// Your easing function
// Any Robert Penner's easing function can be used here
float easeIn(float t, float b, float c, float d) {
  return -c * (float) Math.cos(t / d * (Math.PI / 2)) + c + b;
}

// Converts a value that is in range [min, max] to [0, 1]
float smoothNorm(float value, float min, float max) {
  return easeIn(value, min, max - min, max);
}

// Converts a value from range [min, max] to [nmin, nmax]
float smoothMap(float value, float min, float max, float nmin, float nmax) {
  return nmin + smoothNorm(value, min, max) * nmax; 
}

The easing function is hard-coded into smoothNorm because I have not figured out how to dynamically call a function in Processing/Java :(

Edit: Robert Penner’s easing functions for Processing

good ol&#8217; blur / bit shift
Jun 12, 2014 / 38 notes

good ol’ blur / bit shift

Jun 8, 2014 / 27 notes