# pouët.net

## How do I squiddie?

category: general [glöplog]

I think squiddie is a pretty cool guy. Eh been used in every demo evar and doesn’t afraid of anything.

In other words, how does one code a squiddie?
added on the 2011-01-29 06:09:23 by Mewler
it's all about transforming by a rotation matrix proportionally to the distance away from the center of the "squiddie."

Like, point.transform(rotmatrix * distance(point,origin));

:)
added on the 2011-01-29 06:50:15 by ferris
I squaddie in my pool usually.
So - body.wash(water * pool(body,dirty))?
added on the 2011-01-29 08:15:24 by ringofyre
Thanks Ferris! I think I get it now. :D
added on the 2011-01-29 08:21:05 by Mewler
wth is a squiddie?
added on the 2011-01-29 13:19:23 by Gargaj
Join our religion now and be touched by each holy appendage: http://www.venganza.org/

This squiddie that you talk of is just another name for our amorphous and octopodinous creator, our God.
added on the 2011-01-29 18:43:19 by Photon
hooverphonique: I think it's a small squid, but I'm not sure. But we eat them here, not code them.
added on the 2011-01-29 18:47:54 by xernobyl
It's a shit, after bad sushi.
added on the 2011-01-29 18:53:03 by psonice
added on the 2011-01-29 19:20:42 by xernobyl
The demomaker's kickstart kit by Duckers has an example of this effect (source included).
added on the 2011-01-30 02:16:46 by K-man
What Ferris said is right. What we did in Shapeshifter is time-based, though; the object has curves for translation/rotation/scaling and the further from the center a point is, the more delay there is in its evaluation of those curves. (E.g. given pos(t) = something, normally you'd move the entire object by pos(t) at time t. Here, only the center would be moved by pos(t), while the edge point might move by pos(t-2.0) or whatever instead.)

I added some approximations to be able to do this without evaluating lots of matrices per point, but gloom set the accuracy so high that I think they may have ended up net negative. :-)
added on the 2011-01-31 01:55:34 by Sesse
Sesse: that's the magic of not being a coder - you can abuse the script-language in all sorts of interesting ways :)
added on the 2011-01-31 09:50:12 by gloom
...and that's the reason why I don't tend to give gloom synctrack-parameters that affect performance (but also never ever clamp values unless not doing so will lead to crashes) ;)
added on the 2011-01-31 09:53:46 by kusma
gloom: In this case it didn't really give a different effect, you just made the frame rate lower. :-)
added on the 2011-01-31 12:14:25 by Sesse