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Oh goodness, haha. Doing this project I've learned that there is a great deal of variety in handwriting style. Single-stroke vs. Multi-stroke 5 for example, seems to be a big point of contention. I'll extend the decision tree to be more friendly about bottom-starting strokes.


This is a great point. When I first implemented the visualization, I actually used a circle until someone pointed out to me that the formula describes a square region around the datapoint and not a circle. I think you are very right in saying that this decision was made by Groner solely for efficiencies' sake in 1966. I'll probably add a side-note to explain this a bit.


I'll take some time tonight to make it a bit better at dealing with different shapes of Bs. If you want to know what the 'canonical' stroke pattern is, you can click on the little graphics above the tablet. They will animate to show you the expected stroke path (although, it should just work, so I'll fix that tonight)


Thanks! I'll take some time this evening to make it a bit better at picking out the K.


Thanks! Let me know if there are other topics you'd like covered, or areas that need more explanation.


This is great! I'd love to see sections on convolution, the Dirac delta function, and the continuous (possibly multi-dimensional) Fourier transform.


Seconded on convolution and the Dirac delta.


Another topic that has confounded me as much as FFTs are Quaternions.


I found this example by Steven Wittens to be remarkably well done: http://acko.net/blog/animate-your-way-to-glory-pt2/

See the section "Blowing up the Death Star" and note that there are 100 parts total.

"So that's quaternions, the magical rotation vectors."



That's not quite the same, but worth reading up on anyway.


The quaternions are a subalgebra of geometric algebra. It's not quite the same in that it's strictly more general and, therefore, more broadly applicable.


Wow, that really means a lot. Thank you! Really glad to hear that you are finding it useful. Please send along your feedback and questions if anything doesn't make sense or is poorly communicated in the text/visualizations.


Really nice work! The symmetry controls are super clever.


Thanks! I hope our pixel editors can influence one another in positive ways.


Yeah, the situation is still pretty grim. I spent a good half week trying to get canvases scaling while maintaining chunky pixels across multiple browsers and finally gave up. In Goya, all of the pixels are drawn as rects. I actually read your 'drawing pixels is hard' article two or three times while I was trying to track down a good solution.


Sorry my comment was not clear - I'm not the author of the linked article, but it's a good primer on the issue (even though I believe some of the solutions are out of date).

I also rendered pixels using rectangles and lines using my own routines. If I recall correctly, the editor worked fine when zoomed in 4x-8x. The problem was rendering the image 1:1 or 2:1. The rendered image looked a bit blurry compared to Graphics Gale and grafx2 (the two pixel editors I was using for inspiration).


Source is here: https://github.com/jackschaedler/goya

Caveat: I'm in the process of learning Clojure and Om. There is some really nasty code in there


<input type="color"> This is just a little weekend project, and I wanted to use as much standard stuff as possible. I believe the color input type is coming to firefox soon though.


There's tons of plugins that provide color pickers. Here's one: http://www.eyecon.ro/colorpicker/


Weekend project? That's amazing! Is the source available? I would love to read it.


https://github.com/jackschaedler/goya

I'm just learning Clojure and Om, so the code is probably very nasty.


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