Simon talking about his Tantrix Game code and the math behind it. It has been Simon’s first community project, many thanks to everyone who has contributed hexagonal tiles for the game! The game isn’t finished yet, but the video gives a good insight into the work in progress. Simon will finish it at a later date he says. Feel free to try and finish it on your own and share your results! The code is on GitHub at: https://github.com/simon-tiger/tantrix
This is a separate link to see what Simon has got so far in action: https://simon-tiger.github.io/tantrix/tantrix/
Below is Simon’s original YouTube post summoning contributions:
In the video below, Simon is showing the cloud design he contributed to the community project collecting cloud designs for the Processing Community Day coming up on October 21, 2017. You can play with Simon’s design on the community project webpage created by Coding Train at https://codingtrain.github.io/CommunityClouds/
Simon’s cloud is called “Round Cloud”. Once you open it on the Coding Train Community Clouds page, the cloud changes its shape every time you click on it.
Simon has been studying various 2D collisions (via the p5.collide2D library and paulbourke.net), especially the Circle-Rectangle Intersection (Collision). He was so busy with this problem that he even put it down in chalk at the playground:
And on the whiteboard at home:
And spent nearly his entire math lesson today talking about the math behind 2D object collision to his math teacher:
Simon also used Circle-Rectangle Collision for his awesome new Hero Game in Processing!
Simon partially programmed the interactive math functions editor, but it remained unfinished:
Simon playing around with sine, cosine and radii in Grapher:
A set of awesome Codea tutorials that Simon recorded for those who are just starting to program in Codea. Simon ported examples from Processing (java) into Codea (Lua):
In the second tutorial (in two parts), Simon explains how to write a physics simulation program in Codea using forces like gravity, friction and spring force. Anyone watching will get to use some trigonometry and see what arc-tangent is for! The original code in Java comes from Keith Peters (Processing).
Here are some notes from when Simon was explaining the arc-tangent to me the other day:
Simon talks about his changes to Daniel Shiffman’s Spherical Geometry Coding Challenge: He has rewritten the code in an object oriented manner. Later he also turned the sphere into an ellipsoid using three radii.
Object oriented (Simon’s idea):
Adding colour (Daniel’s feature):
Turning the sphere into ellipsoid (Simon’s idea):
Simon would also like to try this with a cylinder:
Simon wanted to share his code in a readme in GitHub but he didn’t manage to create one within the specific (Sphere Geometry) project. Here is a screenshot of him sharing the code in Slack chat (for Coding Train fans):
Here Simon explains how to calculate the magnitude of a 3D vector. This is something he partially figured out on his own and partially learned from Daniel Shiffman’s tutorial on Trigonometry and Polar Coordinates.
Heard Simon give his Russian grandparents a lecture in the playroom, via FaceTime. When I came in, this is what I saw on the whiteboard. Simon proudly said he figured out how to calculate the arc-tangent. Why, what do you talk to your Grandmom about?
This morning Simon attempted to make a more difficult translation in the Codea app of an example from Daniel Shiffman’s book The Nature of Code (Java) into Lua. It concerned the Gravitational Attraction example from Chapter 2 of the book, Forces. Simon is happy with Codea because “It’s really readable!”, “You don’t need semicolons and parenthesis!” and all logic operators are actually typed in words (“and”, “or”, “not”).
Unfortunately, the function Simon introduced as substitute for mouse pressed release on the touch screen didn’t seem to work:
Simon did successfully translate the simple harmonic motion example from Chapter 3, Oscillation: “I use trigonometry!”
For this example, he had to look up a complex formula for mapping a range to another range on the internet b1 + (s – a1)*(b2 – b1)/(a2-a1) “because map function doesn’t exist in Codea, so I wrote that function”.
Swapping the axes: