What if more people could easily create content li...
# linking-together
m
What if more people could easily create content like this?

https://www.youtube.com/watch?v=aVwxzDHniEw

👍 3
🍰 5
c
Reminds me of this one, a lovely visualisation of how the math works:

https://youtu.be/RF04Fi9OCPc

s
yeah I’ve been dreaming of software that can make this easier! Basically a toolkit for giving more dynamic & computationally informed presentations
reminds me of Mathbox / unconed’s work a bit:

https://www.youtube.com/watch?v=GNO_CYUjMK8

👍 1
f
Holy…! This is mind-blowing. 🤯
• How was this video made?
🔨 Created in the Unity game engine
Using Shapes, my vector graphics plugin ❱ https://u3d.as/1W37
📈 Using Mathfs, my math library ❱ https://github.com/FreyaHolmer/Mathfs
...along with a bunch of hacky, partially broken, procedural animation tools I made specifically for this video
🤔 1
m
manim is a good first step in that direction but the context switch between code and animation is not very FoC-y https://3b1b.github.io/manim/
👍 2
i
So let's say Freya wants to do a new video like this, a follow-up covering other curve types — hermite, catmul-rom, b-splines, etc. What does an FoC tool capable of creating animations with arbitrary curve formulations look like?
☝🏽 1
☝️ 2
i
Honestly this seems pretty tailor made for flash.
s
ya live ‘coding’ animation stuff
i
@ibdknox — Not a bad thought. Perhaps, if you had more control over shape tweens — say, richer ways to add hints or control how the intermediate motion unfolded. Not to mention that if your source and dest shapes had different vertex counts, you'd get a big explosion of self-intersecting garbage because the vertex numbering was very... unstable. Shape tweens were so unreliable that we ended up doing all our fancy curve stuff using ActionScript and the canvas-like APIs. At which point, Unity + a decent vector shape library (like the one Freya made) is probably no worse than Flash in practice. But in theory.. yeah, something Flash-like with a little more forgiving / robust toolset could be a nice improvement over Unity. You're still in a compile->run workflow, but that's mostly orthogonal.
i
yeah, the compile -> run thing is just an implementation accident, it isn’t strictly needed. I think flash was very close to what you want for most of these kinds of things, it just needed a better implementation/libs (e.g. the vector issues you mention).
i
Though.. you're still beholden to the fact that the underlying vector lib will have a curve type that it uses — probably cubic bezier. If you want a different curve type... what's the better way to get that than "I just write my own geom algos and rasterizer"
i
a good graphics lib would make custom curves possible
i
To be more specific — I think the part I'm interested in is: how would you define a custom curve in an FoC way. As opposed to, how would you use a choice of existing curve algo (from a lib) in an FoC dynamic drawing tool.
I say this as someone who has spent a while playing with the latter, but hasn't yet looked at the former, so to me it's the more elusive thing.
i
I’ve never been motivated to make my own curve algo - my assumption is that you’d really just want to write equations. Is that what you’re thinking? Or is it that you want to visually describe the equations?
I have no idea how you’d do the latter, that’s a “define the grammar of curves” kind of problem, which requires someone with domain knowledge 🙂
I think it’d still be pretty FoC to imagine a better flash with the ability to create a new pen tool defined via a series of equations where the variables can be reified as visual controls.
🍰 2
that sounds like a lot of work to me, but it doesn’t sound “hard” in the sense that we’d need to spend several years researching before we could make something useful
since the researchy part of “what new pen tools/curves are useful, intuitive, and computationally cheap” is placed in the domain of the user of the tool rather than the tool itself
🎯 1
❤️ 1
m
@Ivan Reese have you seen this? https://bivector.net/
i
I have not, but this looks extremely up my alley. The geom in Hest is mostly typical game stuff (ie cross product) with a tiny splash of Clifford, limited only by my lack of experience with the latter.
w
Oh! @Mariano Guerra I'm going to have to follow up on that! I have two videos I like to share to introduce people to Geometric Algebra:

https://www.youtube.com/watch?v=60z_hpEAtD8

and

https://www.youtube.com/watch?v=JpxZQxXxMWY

. I probably found them posted here on FoC in the first place.
v
I cannot help but think that Inigo Quilez’s graphic animations (which are SDF bassed) and where you write the SDF as a function of time could be a good starting point for this kind of animation. Maybe compose multiple shadertoys via some sort of timeline representation?
👍 1