Back in the mines! You know what's up, Merveilles!

I realized last week that the last time I wanted to escape reality this much, I found solace in porting you-know-what.

C89+SDL2 isn't a major player any longer in the hectorabbit game plan, but working on Hiversaires was fun, so I'm gonna call this a hedged bet.

Senni Bog calls to me from opposite the ultraviolet sun. But first, I left my heart in the Salamantre simulation...

Got the volume, trill and pitch shift worked out I think. See how the pitch reflects what's in the spectrogram?

Now I need a waveform.

Finally isolated this sound effect. All I want is to learn to additively synthesize it.

Should be easy-peasy, right? If it was just an image, and I wanted to produce it procedurally, I'd be done by now.

(Before anyone asks, this is a build of Audacity from *before* they went evil.)

Noteworthy characteristics:
- multiple tones (I count 32!)
- pitch rises then drops, like doppler
- through kind of a... staccato?
- waveform's something punchy
- noise sprinkled on top?

Forgot to share footage. You'll have to settle for an emulator screencap, for now, because I haven't mastered holding a phone while operating the crank.

When the crank is undocked, the effect slows, and can be driven backward and forward by cranking.

And when you hold down the A and B keys, there's a surprise!

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Well! I just walked around Shit Lake and climbed to the top of Fuck You Hill before descending into downtown Crapville. Total distance: 5 miles, 262 foot change in elevation.

My limbs are now jam.

I'm very glad I did this. I had a moment of astounding clarity and closure as I crested that shitty hill, and I feel like I've recovered something that had been missing for a while.

Jam can't walk around cities though so I'm going to delay my visit to Mediocrepolis till next weekend.

Made good progress, but there is no way in hell this is a three hour build. Time to put it aside and make my pilgrimage to suck town.

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Kicking my Saturday off with what the Internet calls a three hour Lego build. 🧑‍🚀🧱

This set collected dust at my old office for the past three years. I'm excited to finally build this! 🚀

Also, support your local libraries
📚🏛️📚
If you own books and have no local library, congrats, you're your library de facto, keep up the good work champ

What's "structured animation", you ask? Besides a term I made up?

It's a style of code-driven animation that embraces classic control structures: conditions and loops. Whereas conventional JavaScript encourages animation paradigms where time is modeled as something external to functions (tweens, CSS transitions, setInterval, requestAnimationFrame, etc), structured animation internalizes the passage of time with awaits.

This paradigm is common in non-JS languages.

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Part III would be the buildings, but they're really not much to write home about. They're silhouettes in front of the starscape and in front of one another; over time, their lights come on, a window at a time.

In the old version, building windows were individual pixels, regularly spaced across its silhouette. In the later versions, windows were bigger, buildings in the background would be dimmer, and triangular and circular buildings were added that I'll leave out of mine OUT OF PRINCIPLE.

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Because they're so infrequent— about seventy-five per half hour, with only twenty lasting all eighteen frames onscreen— it's a pain in the butt to collect a lot of data on their frequency.

I think what happens is, whenever a meteor appears, a random number is eased in and multiplied by like five seconds— but is then limited to 3.5 seconds. So it's a positive skewed distribution with a bump on the end to keep things interesting.

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Part II: meteor occurrence, appearance and placement

Before flying toasters stole the show, the After Dark icon depicted Starry Night and one of its elusive meteors.

These are almost definitely sprites. In old versions, they always appear at the top, but later on appeared anywhere. They streak downward at a slope of about 7:5, and almost always last 18 frames, unless they fall offscreen.

Likely for technical reasons, they erase stars behind them, which I should be able to avoid in my version.

The total number of stars onscreen are soft-capped to a value I think is proportional to the area of the screen.

Notice how the number of stars added and the number of stars removed per frame are originally different, but converge over time and clearly correlate.

So Starry Night adds stars at a certain speed, then begins to remove them at increasing speed, until they just about match.

The distribution of star ages is exponential, which suggests stars are removed at random.

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Part I: star occurrence and placement

Not all random numbers are generated the same. For instance, the stars are horizontally evenly distributed— every column of pixels has about the same number of stars in it— but in the older version, the stars' y positions are vertically "eased in" and so appear with greater frequency on top than on the bottom.

That may have changed in later versions, but not in a way I intend to reproduce, as their frequency distribution clearly shows a discontinuity!

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A couple weeks ago @kaalatrie and I started researching After Dark's Starry Night screensaver I'm adapting to the web (and maybe after to uxn).

Last week was tumultuous, and I've been offline for a while, so why don't I share with you folks some statistics and insights I collected on this classic stochastic stellar feller?

I ran its various official versions in various emulators, recorded it, and used JS to collect data from the videos:

docs.google.com/spreadsheets/d

The circles are where my head's position and angle as I visit these places.

I forget who it was that previously published similar drawings people submitted of their perspectives on numbers, but they would sometimes contain clock faces and whatnot.

I can trace my use of tens and hundreds to a "Montessori Hundred Board" my preschool had, which clearly made an impact.

2 years later I stumbled into the Thue Morse sequence. Brains are weird.

I'd love to see other people's number headcanons! 😁

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Hey Merveilles! When you think of numbers, if there's something you see, what do you see?

This question's inspired by a post on Hacker News about someone's synesthesia.

I just spent some time tonight drawing the ways I see plain numbers, hours of the day, a calendar year, temperature in °F, and recorded history.

The thick line scribbled over them indicates the order in which things follow one another. I clump things into tens, hundreds and thousands, so I zigzag a lot

rezmason.net/how_i_see_numbers

Fun stream today, folks!

I'm working on a web adaptation of Jack Eastman's screensaver Starry Night. Tonight, I'll be counting the stars in the sky— in search of mathematical relationships in their placement and timing.

twitch.tv/rezmason, Wednesdays at 6:30 Pacific!

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Merveilles

Revel in the marvels of the universe. We are a collective of forward-thinking individuals who strive to better ourselves and our surroundings through constant creation. We express ourselves through music, art, games, and writing. We also put great value in play. A warm welcome to any like-minded people who feel these ideals resonate with them.