Improving the 2D Noise page

One of my goals for 2019 is to improve my existing pages. Yesterday I decided to work on my old 2D noise page. We normally use Perlin/Simplex noise to make terrain heightmaps, but on that page I used Fourier transforms instead. Perlin/Simplex noise are a fast approximation of the things you can get from Fourier transforms.

The 3D renderer on that page always bothered me. It was one of my early experiments with WebGL. I had never been able to figure out exactly what I didn't like or how to fix it.

I decided to improve the renderer.

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Hex grid guide load time, part 2

Last year I reimplemented my hexagon grid guide with the goals of making it easier for me to add content and also making it possible to load faster. I was able to speed up load time significantly by pre-rendering the SVG on the server. This is called "SSR with Rehydration" on Google's rendering tech page.

screenshot of Google Lighthouse score
Load time with the prerendered SVG

Last week I experimented with this a bit more. At load time, I was replacing the static SVGs with interactive SVGs. However, there's no need to do this immediately. I changed it to wait until the diagram was visible on screen (using IntersectionObserver). This helps quite a bit! The "time to interactive" score goes from 9.6sec to 4.9sec and the overall page speed score goes from 63 to 89:

screenshot of Google Lighthouse score
Load time with deferred interactivity

I was wondering if I could make it even faster by prerendering only some things on the server ("CSR with Prerendering" on Google's rendering tech page). The page shrinks from 633k to 179k! And the page score goes from 89 to 96. Time to interactive goes from 4.9s to 3.5s:

screenshot of Google Lighthouse score
Load time with deferred SVG

Great! However, it started to bring back the problems that I had solved last year. This version doesn't allow printing the page, loading it without Javascript, using "Reader modes" (including Pocket, Instapaper, RSS, etc.), or Ctrl+F to find diagram text on the page. The more I used the page, the more little glitches I found. None of these are super important, but they're not going to get better. In contrast, the load time will continue to get better as cpu and network speeds increase, HTTP/2 is adopted, and compression protocols improve (Brotli, HPACK, etc.). Another consideration is accessibility. I've been told that most screen readers support Javascript, but deferring the creation of SVG using IntersectionObserver means the SVG may never get created, so it would have the same problem as printing and Ctrl+F.

I decided to keep the pre-rendered static SVG for now, with deferred interactive SVG. It's simpler for me and I have fewer corner cases to deal with. I'll revisit this in the future when I update my A* pages to load faster.


Orbits of planets

When I'm not feeling particularly inspired to work on a bigger project, I explore topics that might be useful later. I have been reading about planetary exploration, orbital mechanics, lunar chemistry, and other space topics. Along the way I found John Carlos Baez's blog post about the Pentagram of Venus. What a cool image! I wanted to try it myself. So I did.

Orbits of planetsOrbits of planets

Play with it yourself!


Tiles and edges

Last winter I was playing Factorio and Production Line, and explored the representation of conveyor belts on grids. This winter I've been playing Oxygen Not Included, and explored the representation of tiles and edges.

Grid with pipes placed on tiles
Grid with pipes placed on tiles