I ended up learning about parametric equations again, and make this visualization to document what I learned:
https://visualrambling.space/moving-objects-in-3d/
feel free to visit and let me know what you think!
I ended up learning about parametric equations again, and make this visualization to document what I learned:
https://visualrambling.space/moving-objects-in-3d/
feel free to visit and let me know what you think!
https://en.m.wikipedia.org/wiki/Rhumb_line
Mercator maps made it easier to compute what that bearing ought to be.
https://en.m.wikipedia.org/wiki/Mercator_projection
On a meta note, today seems spherical geometry day on HN.
https://news.ycombinator.com/item?id=44956297
If you want really great further consideration of creating geometric figures with parametric equations, Joseph Choma's book "Morphing" is an all-timer.
https://www.quercusbooks.co.uk/titles/joseph-choma/morphing/...
The equation used creates a visually appealing result but I’m wondering what a good goal would be in terms of consistency in the distance between the spirals, or evenness in area divided, or something like that.
How was this particular function selected? Was it derived in some way or simply hand-selected to look pleasing?
The point that is moving is in the centre of the cube. But the cube's orientation is fixed in global space.
So the cube's orientation relative to the path of the spiral/helix is not quite the same as its orientation relative to the path of the straight line.
Your mission, should you choose to accept it ;-)
* I wrote a similar article around making "blobs" a while back: https://www.hailpixel.com/articles/generative-art-simple-mat...
I do like this and will share with a couple of friends. But I no longer have a Twitter account and will definitely not rejoin. Would you consider adding an RSS or JSON feed to your website? Or make a Mastodon account, those provide RSS feeds by default.
The part that I was expecting to see but didn't: how can you move at a constant speed? For the original purpose of positioning objects along a path, it doesn't matter. But when moving, you can see it's moving much more slowly at the beginning and end (mostly determined by the radius). What if I want it to travel at a constant rate? Or even apply an easing function to the speed?
I'm sure there's some fancy mathematical trick that would just do it. If I were only more comfortable with math... my handwavy sketch would be to compute the speed function by differentiating the formulas to get dx, dy, and dz and passing them through the Pythagorean equation, then reparameterize on a t' variable using the inverse of the speed function? Maybe? I feel like I'm speaking using words I don't understand.
Then I realized that, unlike the early web with banners of "best viewed in Netscape navigator", this was an unstated "best viewed in google chrome".
Alas. At least please check and validate if the site works in Firefox, or notify appropriately. Because this demonstrably does not.
RugnirViking•1h ago
Possible topics to branch further into would be polar coordinates and linear algebra basics (vectors, transformations, transformations in 3d space). If you the author aren't sure of such topics, I would recommend 3blue1brown yt videos on the matter
Possibly better for that than for programmers (given it doesn't include code or libraries used or anything about actually manipulating 3d objects like vertices, stretching and morphing to achieve the effect shown etc)