--- Log opened Fri Oct 11 00:00:10 2024 |
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22:26 | < sshine> | I recently started playing around the web-sys crate for Rust, drawing hexagons on HTML Canvases. |
22:27 | < sshine> | I implemented Turtle graphics because I teach Java and had fun with that, drawing the NixOS logo, and wanting to make more use of hexagon tiling. |
22:27 | < sshine> | I ultimately want to animate the drawing, since it's just DOM interaction, but I'm not quite done modelling the playing field. |
22:28 | < sshine> | then it occurred to me that I'm pretty close to being able to do aperiodic tilings, for excample this one: https://upload.wikimedia.org/wikipedia/commons/thumb/2/25/Smith_aperiodic_monotiling.svg/2560px-Smith_aperiodic_monotiling.svg.png |
22:29 | < sshine> | before doing this with Turtle graphics, I felt that the trigonometry wasn't very fun. |
22:29 | < sshine> | but with Turtle graphics, I can think imperatively about it, and so it's a lot more fun with trial-and-error, composing sub-patterns and so on, not really thinking about what the overall equation is. |
22:31 | < sshine> | but one thing that bugs me is the rounding errors; I'm currently working with f64, and I get around the lack of precision by never calculating back to the same point; e.g. I write hexagons within one another, and when I need to pick up the needle and put it down somewhere I've been before, I simply use that point from memory. |
22:32 | < sshine> | since they're SVGs, I assume I could do animations that involve arbitrary zoom, and the rounding errors might become a problem. |
22:32 | < sshine> | I have two solution strategies and I want to know what you guys think: |
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22:33 | < sshine> | 1) instead of f64, use arbitrary precision ratios, and only convert to floats when rendering. |
22:34 | < sshine> | 2) cache every point and perform some kind of "snap to grid" lookup, so if an existing point is close enough, assume precisely that point. |
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--- Log closed Sat Oct 12 00:00:11 2024 |