One interesting thing that came up tonight during our stream of #AlwasAwakening is that @rainwarrior had to reverse engineer the movement of a boss by examining the original motion frame by frame and replicating it with quadratic #Bézier curves in NES hardware.
Aside from the theoretical interest of doing Bézier calculations on the NES, I found it very interesting that reverse engineering was needed at all. This is because the "source" is in Unity
SVG path bounding box: arcs of ellipses https://github.polettix.it/ETOOBUSY/2020/07/24/bbox-ellipses/ #maths #perl #svg #bounding_box #bézier
#bounding_box #bézier #maths #perl #svg
SVG path bounding box: cubic Bézier curves https://github.polettix.it/ETOOBUSY/2020/07/18/bbox-cubic-bezier/ #maths #perl #svg #bounding_box #bézier
#perl #svg #bounding_box #maths #bézier
SVG path bounding box: quadratic Bézier curves https://github.polettix.it/ETOOBUSY/2020/07/17/bbox-quadratic-bezier/ #maths #perl #svg #bounding_box #bézier
#perl #bounding_box #maths #svg #bézier
Extremes for Bézier curves https://github.polettix.it/ETOOBUSY/2020/07/09/bezier-extremes/ #bézier #maths
Derivatives of Bézier curves https://github.polettix.it/ETOOBUSY/2020/07/08/bezier-derivatives/ #bézier #maths
I’m unreasonably happy to have implemented #Bézier curves in #OpenSCAD today. Other than having an API that I like better than others, I’m not sure just what it is that’s making me happy about this. But then, who cares, Happy Is Good(tm). Who am I to complain. https://github.com/jernst/openscad/tree/master/bezier