Sliders on 2d visibility article #

While investigating a report from a reader, I realized that the sliders on my 2d visibility article are a little messy. There's a fade out animation that goes from here:

Fade-out starts at this slider position

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Graph search diagrams and reusable code #

Every once in a while I revisit my pages to see how I could improve them. This is one of the reasons I prefer text to video: I can keep improving it instead of treating it as "published" and then never changing it. I have been updating some of my pages for over twenty years. I started thinking about the Introduction to A* page again when I read a page about online interactive learning and a page about the expertise reversal effect. I made a list of some things I could improve in my diagrams, but also why I had done them the way I did.

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Website updates #

Over the last few years I've been trying to increase the accessibility of my site. I have 25 years of web pages that I maintain so it was a lot of work to do all at once. I split it up into multiple phases:

  1. Phase one: I converted 85% of my pages to use a "responsive layout", which takes into account the reader's browser size. I converted pages that had a 600px width and were relatively easy to convert to a variable px based layout. My focus was to write responsive CSS rules that smoothly varied the layout and font size based on browser width. I wrote my notes on how to do this.
  2. Phase two: I tackled the 15% of pages that were more difficult to convert, because of their use of non-standard layout, or interactive diagrams, or iframes, or anything else that made it difficult. I wrote a blog post about this. I still used a px based layout.
  3. Phase three: I'm ready to switch from a px based layout to a rem based layout.

This is how I often make progress past "analysis paralysis": I break the problem down into smaller, simpler ones and then work on them one at a time.

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Rust memory optimization #

One of my goals this year is to learn new things that take more than a few weeks to learn. I've been learning Rust. One of the claims I saw is that Rust's borrow mechanics allow it to optimize better than C++ does. I wanted to see this in action so I ran some simple examples through godbolt. Here's some C++ code that reads from array A and writes to array B:

int test(const int* A, int* B, int i) {
    int x = A[i];
    B[i] = x+1;
    int y = A[i];
    return x+y;
}

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Cross-compiling Rust to Linux on Mac #

In my last blog post I said I wanted to spend some time learning new things. The first of those is Rust. I had previously tried learning it, but got distracted before I got very far.

Since one of the things I'd use Rust for is web pages, I decided to learn how to compile to WebAssembly, how to interface with Javascript, and how to use WebSockets. At home, I use a Mac to work on my web projects, so for Rust I am compiling a native server and a wasm client. But I also wanted to try running this on redblobgames.com, which is a Linux server. How should I compile to Linux? My first thought was to use my Linux machine at home. I can install the Rust compiler there and compile the server on that machine. Alternatively, I could use a virtual machine running Linux. Both of these options seemed slightly annoying.

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What I did in 2019 #

It's time for my annual self review. You can see previous ones from 2015, 2016, 2017, 2018. I didn't have a lot of goals for this year:

  1. Write to my blog instead of only to Twitter or other closed platforms.
  2. Improve my explanations and write new ones.

Experimenting with outlines #

I posted recently about how I often do one-week projects to learn and experiment. I don't have a strict one-week time limit. Sometimes I'll extend a project or come back to it after I've learned something new.

Ten weeks ago I had a one-week project in which I wanted to draw outlines on an isometric view of a dungeon game. I didn't want to outline each block, which could be implemented easily by editing the sprites. Instead, I wanted to outline the larger units. Here's a comparison:

Outlines around every sprite vs around walls

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Fun art projects #

I've not been in the mood to write articles lately, so instead I've been working on some fun projects instead. Watabou posted about Dyson Hatching, which got me thinking it might be interesting to constrain the hatch lines to Voronoi cells. I implemented that and then got carried away with colors, line spacing, line width, and other fun things. The demo is here. You can drag an image onto the diagram to use the colors from your image.

Hatch lines applied to an image

Types of projects #

When I started writing articles on my site, sometimes I had great results, like writing the hexagonal grid guide in 6 weeks, and sometimes I had terrible results, like writing article about curved roads in 5 months. I eventually realized that the difference was that with hexagons, I understood the topic well, but with curved paths, I spent most of the time trying to understand the topic. To make matters worse, because I had a high standard for my articles, I spent too much time trying to polish the article about curved paths, even before I understood it well.

Back in 2013 I decided to create a separate directory /x/YYWW-name/ where I'd put the lower effort and experimental pages, numbered by year and week. For example, 1942-isometric means year 2019, week 42. Over the last few years I've realized I do two different types of projects:

Curved region rendering #

Around a month ago I had an idea in my head: a voronoi grid modified to have rounded cells that change in size. I made an attempt here for single cells changing size. The next step was to merge cells together, as I had done on this project. I decided that the way to demo this would be to simulate some kind of belief/cultural systems that spread over time across a map. I tried this here.

Screenshot of influence map experiment
Simulation

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