7 ms·
Show HN: Ball falls on the teapot in WebGL
- barnacs 10y agoFor some reason I was expecting a bowling ball to fall and crush the teapot. More like: http://bit.ly/2bhClHV http://bit.ly/2bhClHV
- 56k 10y agoI thought it was going to fall inside the teapot.
- Retr0spectrum 10y agoNow I was expecting that link to show the teapot getting crushed...
- deleted 10y ago[deleted]
- patmcguire 10y agoI see cool demos, and things that look passable for game graphics http://alexis.lart.no/emh/snapshots/rts-free.git/ http://alexis.lart.no/emh/snapshots/rts-free.git/ Is there some big use of WebGL in production that I'm missing? It always seems to have a bunch of promise that no one does much new with
- skoczymroczny 10y agoThe popularity should spike soon, because Unity3D Webplayer has been deprecated a while ago and WebGL is the official Unity3D distribution method for the web. The performance isn't there yet, but authors promise to get there at some point.
- iLoch 10y agoUnity on WebASM looks really solid though. I'm expecting that's what they're going to be focusing on in the coming years.
- RamshackleJ 10y agogoogle maps
- lagadu 10y agoCuriously enough, the first time I ran it it was "teapot falling on ball" instead. It slowly slid off the ball after it landed. Still worked fine :)
- zachrose 10y agoSometimes the ball bounces off the spout and rolls down towards the camera. Other times it rolls aways from the camera. Can anyone speculate on why this is apparently non-deterministic?
- edvinbesic 10y agoProbably due to rounding errors (multiplication precision) [1]: http://floating-point-gui.de/ http://floating-point-gui.de/
- chc 10y agoWhy would the results of floating point math be inconsistent between consecutive runs of the same program?
- edvinbesic 10y agoHmm, good point. Probably rules that out you're right. Maybe it's the way the timer is handled when computing the physics, since they would have to compute the deltas based on previous step and the timers in JS are not exact maybe they are producing slightly different deltas between frames accumulating to the difference.
- deleted 10y ago[deleted]
- sevenless 10y agoThis is a ridiculous question, but could quantum mechanical uncertainty be interpreted as a rounding error? Say the universe only stores a certain number of bits of information for each particle...
- devopsproject 10y agoAren't the number of particles the deciding factor? If you had 100 particles, you couldn't give me exactly 1/3 of them.
- dschuetz 10y agoMy first impression: doesn't work. I'm on Safari 9 with enabled WebGL. Wonderful.
- kempbellt 10y agoSet gravity of X to 1. Win! Seriously though. Very cool demo. Great work.
- natosaichek 10y agoIf you set X gravity to 80, it's even cooler. :-D
- SparkyMcUnicorn 10y agoI like -12 best.
- partycoder 10y agoInteresting. Seems to be non-deterministic. Each time the ball falls to a different side.
- devopsproject 10y agofloating point rounding errors
- frgewut 10y agoFloating point rounding errors are deterministic.
- devopsproject 10y agoin math, yes in computers, yes and no. read: https://randomascii.wordpress.com/2013/07/16/floating-point-determinism/ https://randomascii.wordpress.com/2013/07/16/floating-point-...
- partycoder 10y agoI wonder if it rather has to do with clocks (discretizing the simulation steps). Probably in a real-time system it might be deterministic?