Coding Challenge

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  • Опубліковано 25 лис 2024

КОМЕНТАРІ • 447

  • @guitoo1918
    @guitoo1918 5 років тому +773

    This method is not time sensitive. Because of conservation of momentum and energy, Euler integration is not an issue.
    The problem is that when a collision happens, you let the 2 objects intersect with themselves and the wall. This leads to the small cube slowly drifting through the wall.
    If you just snap back the cubes positions after a collision, you should be fine.
    Technically the pieces don't even need to move, you just have to count the collisions respecting the alternating order of wall and cube collisions.

    • @Peds013
      @Peds013 5 років тому +41

      I came to see if this comment was here, not too write it myself, but because I didn't think it was a problem but wanted to get confirmation :-)

    • @thetastefultoastie6077
      @thetastefultoastie6077 5 років тому +92

      The problem here is that we don't know if the blocks collided until it's too late and they're already overlapping.
      So we must reduce the time step to be notified earlier of a collision occurring.
      You're suggestion of overwriting the position of the blocks breaks a few laws of physics and will introduce an additional source of error without actually fixing the original issue.
      There are two solutions:
      1. Upon detecting overlap, compute how far back to reverse the simulation until the blocks are just touching. Do so, and then compute the collision and continue.
      2. Before moving the blocks, measure the distance to the next collision. If this is less than the sum of the velocities then advance the simulation by a fractional time step such that they just meet. Then compute the collision and continue.
      In physics engines, method 1 is called a discrete simulation, advancing by a fixed time step and solving intersections retro-actively, very common in video games as it's relatively cheap to compute. Method 2 is called continuous collision resolution and is more computationally expensive and so sees less use in video games (Fun fact: this method was used in Diablo 3's bespoke physics engine to give us that sweet ragdoll physics)

    • @guitoo1918
      @guitoo1918 5 років тому +18

      @@thetastefultoastie6077 The only thing that matters to get an accurate result is the order of wall and cube collision. And it's only decided by the sign of the relative speed of the small cube. As long as you maintain that order, anything goes. Position doesn't matter much as long as you ensure the correct order.

    • @TheCodingTrain
      @TheCodingTrain  5 років тому +98

      Ah, thank you for this discussion. Indeed I did not explain this properly, oy! @Tasteful, if you would like to write a new comment (essentially what you wrote above) that is stand-alone I can pin it. I will address this during my live stream and maybe try to make a new version?

    • @Peds013
      @Peds013 5 років тому +13

      @@thetastefultoastie6077 I understand what you're saying, but this isn't a time dependant problem, and can be solved analytically. Therefore the only reason for the time stepping should be visualisation, not too get the answer.
      The visualisation could be solved simply with the fix above but it means it'd run faster without grinding to a halt.

  • @justinhoffmann216
    @justinhoffmann216 5 років тому +1343

    I love that the video length is Pi (31:41)! Happy #PiDay!

    • @MaxPicAxe
      @MaxPicAxe 5 років тому +29

      Was this intended?

    • @augustemmery-funch620
      @augustemmery-funch620 5 років тому +24

      @@MaxPicAxe yes

    • @DigitalMonsters
      @DigitalMonsters 5 років тому +94

      Holy crap I didn't notice this, I love when youtubers take the time to add little easter eggs xD

    • @anthonytonev1357
      @anthonytonev1357 5 років тому +39

      We have a mission - lets make the likes 3 141

    • @anthonytonev1357
      @anthonytonev1357 5 років тому +3

      @Shreerang Vaidya let the sharing begin #Piday #Collisions #JavaScriptbenchmark

  • @gordonchan4801
    @gordonchan4801 5 років тому +522

    15:30 FUNDAMENTAL THEOREM OF ENGINEERING

  • @sidalisaadi1961
    @sidalisaadi1961 5 років тому +624

    Calculates Pi On Pi day ... with a Pi long video ...
    how committed someone can be?

  • @alliseth15
    @alliseth15 5 років тому +263

    the video length is 31:41 this is just excessive

    • @all69stoff
      @all69stoff 4 місяці тому

      And also: Unexpected and a Coincidence (maybe)

  • @mebamme
    @mebamme 5 років тому +146

    27:14
    It goes like this, the wall, the block,
    the drawing loop, the ticking clock,
    the baffled Dan programming Pi collisions 🎶

    • @dingalong14
      @dingalong14 5 років тому +4

      You should be proud of yourself

    • @YesIKnowSillyName
      @YesIKnowSillyName 5 років тому +1

      That's amazing

    • @harryfox4389
      @harryfox4389 5 років тому +5

      p5 js
      p5 js

    • @msclrhd
      @msclrhd 5 років тому +1

      The baffled Dan composing Pillelujah!
      Pillelujah, Pillelujah, Pillelujah, Pillelujah.

    • @KnakuanaRka
      @KnakuanaRka 4 роки тому

      What is that to the tune of?

  • @rageace3942
    @rageace3942 5 років тому +149

    engineers: "that's kinda like pi, 3!"

    • @charadremur333
      @charadremur333 4 роки тому +2

      A few feet is no issue!

    • @Brahvim
      @Brahvim 3 роки тому +1

      `3!`
      Hmm, "Three factorial"?
      (That's `27`!)
      r/unexpectedfactorial? :wheeze:

    • @memerboi69.0
      @memerboi69.0 2 роки тому

      timestamp: 15:30

    • @brando3465
      @brando3465 Рік тому +2

      @@Brahvim I’ve never looked at a comment and wanted to make a comment about how awful it was until now. I don’t care that it was over a year ago, that was one of the worst things that I have read in my entire life. Please, never let any words escape from your head again, whether verbal, digital, or pen and paper. Your thoughts do not deserve to be heard.

    • @Brahvim
      @Brahvim Рік тому

      @@brando3465 _Thanks._ I've always talked to people about my UA-cam comments sounding cringe anyway. _Well this one was just stupid,_ and I'll have to make sure I make less of these.
      UA-cam is _just not_ the place for me to do these things, maybe.
      ...Thanks.

  • @mebamme
    @mebamme 5 років тому +15

    It's amazing how accurate you got it!
    Even having seen the 3blue1brown video, I was blown away by how the digits of Pi appeared, and the correct ones to boot! And all with so little code.

  • @sirnicoosokhan4056
    @sirnicoosokhan4056 5 років тому +161

    You could also use this way:
    console. log(Math.PI);

    • @andrewzhang8512
      @andrewzhang8512 5 років тому +7

      Mahdi Nicoo that wouldnt be fun

    • @RubyPiec
      @RubyPiec 4 роки тому +2

      @@andrewzhang8512 r/wozzles

    • @Slinx92OLD
      @Slinx92OLD 4 роки тому +5

      @@andrewzhang8512 r/woooosh

  • @nitinrangarajan7809
    @nitinrangarajan7809 5 років тому +89

    This is frickin amazing :D Math and Computer Science are just so amazing! Happy Pi Day everyone

    • @funkahontas
      @funkahontas 5 років тому

      Agree !!! Pi is such a magical number , so mind bending where and how people come up with different ways to find it ! It's everywhere too !!
      Happy Pi day ! :D

  • @WildAnimalChannel
    @WildAnimalChannel 5 років тому +26

    Knowing the velocity of both blocks, you could calculate the point in space and time where they collide. So you don't need time steps at all! (Except for animation purposes). If the time until collision is above say 1/60th of a second you could use a time step for animating. In fact that would give you a nice iterative formula for pi. (That would converge quite slowly!)

    • @colinjava8447
      @colinjava8447 5 років тому +1

      Yeah I didn't use time or distance at all in my program to count collisions.
      It might seem like the small block could get crushed between the wall and big block if the big block is really big but I think what happens is there is trillions of small collisions that occur slowing the big block down enough so the crushing can't happen. At least in a mathematical model.

  • @sangeetamankani5612
    @sangeetamankani5612 5 років тому +14

    Man For this you deserve 3,141,592,653,589,793,238,462,643,383,279,502,884,197,169,399,375,105,820,974,944,592,307,816,406,286,208,998,628,034,825,342,117,067 subscribers.
    And No I didn't copy-paste or see and type it. I remember 100 digits of PI using ASAP Science's song '100 digits of PI '!!

  • @ahmedelselly2553
    @ahmedelselly2553 5 років тому +1

    man i was feeling depression because i field to learn advanced javascript and u made me more interested in it u made me change my mind

  • @ItsDrike
    @ItsDrike 5 років тому +23

    26:52 I love the song, you should upload a video just with the song

  • @justkeerat
    @justkeerat 5 років тому +3

    I did this in processing myself and after 7 digits it was just too slow.. I can't believe it went till 9 digits at such a good speed. But it's super impressive. I love how we all enjoy coding mathematical ideas that just make programming fun😂❤️

  • @technodruid
    @technodruid 5 років тому +4

    Man, it's really cool you just see the physics through the math, like with hypothesising what the m=1 scenerio is. You're quite the polymath!

  • @MarsCorporations
    @MarsCorporations 5 років тому +4

    A Good way would be to calculate the "exact" collision point. Then you could calculate the amount of time that the small block needs to hit the wall, add v*time to both, calc exact collision point, repeat.

  • @avi12
    @avi12 5 років тому +7

    29:47 The difference between float/double and BigDecimal, as well as the difference between int/long and BigInteger, is that using primitive types, the JVM is allocating a chunk of memory just for that primitive type's previously-set boundary, while as a for BigInteger/BigDecimal, the JVM is directly using the memory to store the bytes, which naturally results in a bigger usage of memory for the application.
    If you have a lot of RAM and you need high-precision for numbers, you can safely use BigInteger/BigDecimal. Just be careful not running into Infinite loops!

  • @Xnoob545
    @Xnoob545 4 роки тому +17

    12:27
    We can think of the wall as 256 high bedrock

  • @followthetrawler
    @followthetrawler 5 років тому +15

    That clack sound is the same as the clack that Clackers made, a toy from the late 60's that used to break kids wrists :) Good article on Wikipedia about them.
    Super video!

    • @mosk11tto
      @mosk11tto 5 років тому

      Oh the concept is from 60s, I used to have one of those like almost 10 years ago

    • @nikkiofthevalley
      @nikkiofthevalley 3 роки тому

      That want dark, very quickly.

  • @jcponcemath
    @jcponcemath 5 років тому +6

    What an amazing video as always! The video edition is every time getting better too. Great work!!! Thanks!!!

  • @dawnstudios7813
    @dawnstudios7813 3 роки тому +3

    A podcast with Grant and Dan in it has the potential to break the Internet.

  • @haval00
    @haval00 4 роки тому +2

    I loved that getting pi , and pi song and eating pi , thank you so much ❤❤❤

  • @samkimber6747
    @samkimber6747 2 роки тому

    You can also simulate/calculate pi in different bases by adjusting the mass ratio between the blocks! You get pi in base ten if the ratio is 10^2^n, you can do binary with 2^2^n, hex with 16^2^n, etc. You have to convert from base 10 to the target base, of course.

  • @carlwheeser140
    @carlwheeser140 5 років тому +1

    Oddly enough, I actually did this a couple months ago! I coded the collision thingy! Neat

  • @8mrLuka8
    @8mrLuka8 5 років тому +3

    This is one of the best channel on UA-cam!

  • @ShaolinMonkster
    @ShaolinMonkster 4 роки тому

    One of the most respected youtube channels.
    You are amazing.

  • @itsnottylor4011
    @itsnottylor4011 5 років тому

    That rendition of Hallelujah was beautiful.

  • @jgcodes2020
    @jgcodes2020 5 років тому +6

    +3Blue1Brown needs to see this. Extremely laggy and inefficient, but extremely elegant.

  • @sanderbos4243
    @sanderbos4243 5 років тому

    Props to the editor on this one. This is my favorite episode!

  • @markuzj.k9445
    @markuzj.k9445 5 років тому +1

    Best PI day ever. Thank you so much dan!!!
    It would be cool to see if you graph velocities like in the 3b1b video

  • @XKCDism
    @XKCDism 5 років тому +9

    I am liking the new editing style

  • @mannyc6649
    @mannyc6649 5 років тому

    The reason why Euler integration is normally approximate is because it assumes v to be constant throughout a time step, resulting in setting x += v, where in theory it should be x+= integral of v dt.
    In this case the objects are moving conserving momentum, so v is a piecewise constant function and, as long as the time step is smaller than the smallest distance between two consecutive collisions, the algorithm will give exact results.

  •  4 роки тому

    The most effective way to calculate Pi by far.

  • @BotturasStudios
    @BotturasStudios 2 роки тому +2

    easter egg found:
    the lenght of the video is 31:14, which is pi!

  • @Domzies
    @Domzies 5 років тому +1

    We have an anual competition at our college, where people recite the numbers of pie, last year a 12 year old girl recited over 900 decimal numbers

  • @NghiNguyen-ug8ur
    @NghiNguyen-ug8ur 5 років тому +67

    why does the visualization video of 3blue1brown is so smooth?

    • @philippg6023
      @philippg6023 5 років тому +26

      Well because its a visualisation Video ; ) maybe he pre calculated it so basically he rendered the video

    • @m.sierra5258
      @m.sierra5258 5 років тому +28

      @@philippg6023 Yes, he does prerender everything. It's a python library he wrote himself. I mean, why should he play it live? It's a video, after all, playing it live and recording it would be a waste of precision and smoothness.

    • @anandsuralkar2947
      @anandsuralkar2947 5 років тому

      Yup

    • @phy6geniuxYTcreations
      @phy6geniuxYTcreations 3 роки тому +4

      It's MANIM. 😁
      Mathematical Animation Engine written by Grant Sanderson.

  • @skepticmoderate5790
    @skepticmoderate5790 5 років тому

    You could make the number of time steps dependent on the distance to the wall. That would speed up the longer calculations significantly.

  • @JordanMSeverns
    @JordanMSeverns 2 роки тому

    this is the coolest thing ive ever seen in my life

  • @Blananas2
    @Blananas2 5 років тому +2

    Thanks for blowing my mind with this fact all over again. :)

  • @bapolino733
    @bapolino733 5 років тому

    In the last few videos, your editing was so nice. If possible, please keep it up like this!

  • @yentlvandamme
    @yentlvandamme 5 років тому

    All your videos are awesome! But this one must be one of the coolest and funniest I've ever seen!

  • @shaileshrana7165
    @shaileshrana7165 4 роки тому +1

    This is your best video. I love it.

  • @moiquiregardevideo
    @moiquiregardevideo 5 років тому

    I think that using the speed of both blocks after the last collision can bring more digits to pi ; possibly up to 8 digits for 64 bit double floating point. The slope of that line represent the best rational approximation to get a few more digits of pi.
    The current code compute 10 digits of pi and double are 18 digits total.
    One extra twist of optimization could be to avoid redrawing the cubes if they didn't move by a whole integer, which is one pixel. We expect no more than 1 order of magnitude improvement here.
    This code reminds me the bresingham algorithm to draw circles using integers only.

  • @AJMansfield1
    @AJMansfield1 5 років тому +3

    30:10 For the optics method, the trick is to use complex numbers to represent the angles, rather than explicitly dealing with angles or relying on any kind of trig function.
    Using the small angle approximation you can construct a complex number for a particular angle 𝜃 as just 1+𝜃i, and then n*𝜃 is (1+𝜃i)^n.
    Here's a quick python implementation: ideone.com/T4UCnV
    For the kinematics method, instead of a fixed timestep you can directly compute the time until the next collision as dt = (x1+w1-x2)/(v2-v1) and make that as one single step; then to animate it you can either interpolate between timesteps or you can have a separate fixed-timestep integration that you re-seed from the main integration at each collision. This also lets you play the clack sounds at a more granular time resolution rather than forcing it to be quantized to the animation framerate.
    If you're interested I have a python implementation of this that works for an arbitrary number of blocks in an arbitrary number of dimensions, including an interpolation mechanism.
    At this point I don't have anything for generating the actual animation, but I can at least plot graphs: gist.github.com/AJMansfield/00d69e1488c2b1eb56b8c4da2ca739dc
    Alternately, you can even forego tracking the block positions altogether, since we already know what order the collisions happen in and the position doesn't figure into the momentum transfer equation.
    If you take this route you can also simplify things even further and perform the momentum transfer as a single matrix multiply rather than as a number of separate steps.
    Here's another quick python implementation of this method: ideone.com/jPBh8C

    • @TheCodingTrain
      @TheCodingTrain  5 років тому +1

      Wow, thanks for this thorough explanation and code samples! Much appreciated!

  • @TheNutSlush
    @TheNutSlush 5 років тому +1

    This is my favorite video you've done!

  • @snow2405-d6z
    @snow2405-d6z 5 років тому +9

    Nice hint with the video length (31:41)
    And offcours awesome video as always I find it cool how you are so motivated and you actually made me want to learn a few digits of PI myself so I made an app that lets you train PI like a vocabulary trainer. I think you would like it

  • @bobingstern4448
    @bobingstern4448 3 роки тому

    The song was the best thing ever, you should make an album!

  • @techbytefrontier
    @techbytefrontier 5 років тому

    Ok, so you were singing with the amazing grace melody. gotcha , divine number.

  • @nikensss
    @nikensss 5 років тому

    I watched the videos from 3blue1brown when they were released and I also absolutely fell in love with the clacking, hahaha! I like seeing I'm not the only weirdo in this world :3

  • @anantmishra9813
    @anantmishra9813 5 років тому

    The best crossover, EVER!

  • @portalsrule1239
    @portalsrule1239 5 років тому +2

    I was just about to do the same thing! Good work! Happy PI day!

  • @Naej7
    @Naej7 5 років тому

    I love the clacking too !

  • @AngelGonzalezM
    @AngelGonzalezM 3 роки тому

    You make me feel happy. Thanks

  • @theaveragecoder6182
    @theaveragecoder6182 5 років тому

    when I study too much , I just take a break and watch your videos . Great work , you are making this world a better place by making silly mistakes ;)

  • @musicdudejoe263
    @musicdudejoe263 4 роки тому

    Thank you for the serenade in pi, much appreciated.

  • @OonHan
    @OonHan 5 років тому +1

    AMAZING DEMONSTRATION!

  • @bridgest99
    @bridgest99 5 років тому

    This may be my favorite Pi video ever!

  • @kossboss
    @kossboss Рік тому

    The man can code and serenade!

  • @colinjava8447
    @colinjava8447 5 років тому

    I just programmed it on my phone up to d=9, was a bit tricky to get right but not that bad...
    Essentially the main part of code is:
    public boolean iterate()
    {
    if(v1>0)
    {
    cols+=2;
    double tempV1 = getNewV1();
    double tempV2 = getNewV2();
    v1 = tempV1;
    v2 = -tempV2;
    return true;
    }
    if(Math.abs(v2)>Math.abs(v1))
    {
    cols++;
    double tempV1 = getNewV1();
    double tempV2 = getNewV2();
    v1 = tempV1;
    v2 = -tempV2;
    if(v2

  • @yurisugano6638
    @yurisugano6638 5 років тому

    so glad I am alive to see this

  • @BlackXxScopez
    @BlackXxScopez 5 років тому +3

    Dan, just precalculate the collision without simulating velocity in steps. All you really need to do is calculate the moment of the collisions, not what's in between

  • @NStripleseven
    @NStripleseven 4 роки тому

    Your computer must be insane to be able to handle that whole thing in any reasonable amount of time.

  • @Aimnos
    @Aimnos 5 років тому

    What I thought about doing is: instead of doing a simulation that checks collision through coordinates, you could just evaluate whether the blocks will collide or not or if the smaller block will hit the wall, like so (block 1 is the smaller one, with speed v1 and block 2 is the bigger one, with speed v2):
    if v1 > 0 and v1 < v2, the blocks will never collide again;
    if v1 < v2, block 1 will hit the wall;
    if neither is true, blocks 1 and 2 will collide with each other and change speeds based on the formula.
    Based on this idea, I created a program in C++ that does exactly that, but by 11 digits the imprecision got too big and the results stopped matching :\

  • @redpug5042
    @redpug5042 2 роки тому

    you could make the time steps increase proportionally to velocity and inversely to distance
    close distance + high velocity = lots of tiny steps
    large distance + low velocity = few large steps

  • @RogieWoah
    @RogieWoah 5 років тому

    I loved that video, glad you could remake it!

  • @sirynka
    @sirynka 5 років тому +1

    I programmed this algo right away after watching 3b1b video about it.

  • @BloodyScythe666
    @BloodyScythe666 5 років тому

    phantastic how this works. would be interesting how this correlates to a circle

    • @luisisaurio
      @luisisaurio 5 років тому

      Watch 3blue1brown’s video

  • @tonik2558
    @tonik2558 4 роки тому

    You can speed up the calculations by a lot if you just set timeSteps to 6 ** (digits - 1), instead of 10 ** (digits - 1).
    You won't miss any counts, I've tested it with 11, and it didn't miss a single number.

  • @danielstefanescu4555
    @danielstefanescu4555 5 років тому

    Very cool Daniel. Interesting the creativity that you have.

  • @nileshshukla298
    @nileshshukla298 4 роки тому

    Your videos time also represent first 4 digit of pi😁😁😁.. love your video 🙌🙌🙌

  • @ahmedsonbaty6818
    @ahmedsonbaty6818 5 років тому +1

    Awesome Video man !

  • @peternguyen1899
    @peternguyen1899 5 років тому +1

    This guy belongs at NASA.

  • @fNktn
    @fNktn 5 років тому

    awsome as allways :) only thing missing is having the block scale based on their mass

  • @drew4980
    @drew4980 4 роки тому +1

    The song is definitely hallelujah

  • @16_deveshshirsath88
    @16_deveshshirsath88 5 років тому +57

    is it coincidence that the length of the video is equal to the value of pi*10?

    • @RubyPiec
      @RubyPiec 4 роки тому +4

      No

    • @Bollibompa
      @Bollibompa 4 роки тому

      But pi*10 = 31.415926...? Length of video is 31:41.

    • @pe3akpe3et99
      @pe3akpe3et99 4 роки тому

      pi*10^1 lol

  • @tekoreypy
    @tekoreypy 5 років тому +1

    Awesome name "collision clacking magic wonderfull thing!" , That's the coolest name ever!

  • @fergusmgraham
    @fergusmgraham 5 років тому

    Good stuff Mr Shiffman!

  • @aa-kl8iz
    @aa-kl8iz 4 роки тому

    I really like 3blue1brown’s Collision Clacking Magic Wonderful Thing.

    • @charadremur333
      @charadremur333 4 роки тому

      Click click bzzz weeeeuuuuuuueeeewwww bzz click click

  • @loic.bertrand
    @loic.bertrand 5 років тому

    The editing on this video is amazing !

  • @alastairleith8612
    @alastairleith8612 Рік тому

    amazing Π fun. I'd like ou to show basic workings for how physics formulas are derived. it's not that hard to run through conservation of momentum and energy quickly. years since I did it but we only had calculators and spreadsheets to do such models in those days!

  • @adrieloliveira1463
    @adrieloliveira1463 3 роки тому

    This is awesome!

  • @archiegarg1958
    @archiegarg1958 4 роки тому

    This guy is more of a comedian than a programmer

  • @firephoenix5556
    @firephoenix5556 5 років тому +4

    That pi song sounds oddly like that one "Hallelujah" song ...

  • @hrodvithit
    @hrodvithit 5 років тому +6

    Can we get a code based Ukulele album? I'll happily master it for you.

  • @danielrhouck
    @danielrhouck 5 років тому

    I think a better way to fix the precision issues would be to use a variable timestep. You can predict exactly when the next collision will be so you can be sure you get it right.

    • @TheCodingTrain
      @TheCodingTrain  5 років тому

      Yes, great suggestion!

    • @moiquiregardevideo
      @moiquiregardevideo 5 років тому

      This idea have been discussed in more detail in another comment trail. The two choices are skipping until close to collision then allow the current code to resume looping from 0 to 9 times to detect the collision and find the pi digit or go past collision and back track with a loop similar to the present code.

  • @benjy6306
    @benjy6306 5 років тому +1

    :D I tried to make this simulation when it came out and it it worked but was rly buggy because there box went on the the other side of the "wall" thing
    Thank you so much :D

  • @syedmuhammadaliraza3069
    @syedmuhammadaliraza3069 3 роки тому

    the video was fab and the song was terrifying 🤣😂

  • @couch9416
    @couch9416 5 років тому

    I watched the 3blue1brown vid and didn't get what they were were saying but maybe i get it now

  • @michaelg5932
    @michaelg5932 4 роки тому

    Right as i saw the title i knew it was about 3blue1brown's vid

  • @AuxenceF
    @AuxenceF 5 років тому +1

    my first action after the video : editor.p5js.org/Auxence/sketches/sbDLdX_85
    seriously I needed a second wall for endless clapping XD

  • @julilopbal
    @julilopbal 4 роки тому +4

    Dan be like:
    * clack *
    *NOICE*

  • @MrLemonsplash
    @MrLemonsplash 5 років тому

    23:50 The face of pure surprise

  • @xOWSLA
    @xOWSLA 5 років тому

    I love it when you normalize the speed of the video just to make us listen your pi song hahdhahshhsjjsdjjdjd so nice

  • @sticky4loop227
    @sticky4loop227 5 років тому

    I created a third box with the same size as box2 and gave the x value to 1200. It gave me the digits of 2*pi :)

  • @ps1nk4
    @ps1nk4 5 років тому +1

    it would be cool if you would do the squares size to depend on its mass, so it would look realistic (it would look awful and probably crash the browser after 3 digits, but it would be entertaining anywyas)

    • @Kirarak
      @Kirarak 5 років тому

      Smallest the cube can be is 1 pixel to be visible. At 1000:1 the other cube would take entire screen of 1080p video :)1

  • @NonTwinBrothers
    @NonTwinBrothers 5 років тому

    Very nicely edited video

  • @joaovictormendes2293
    @joaovictormendes2293 4 роки тому

    That was amazing

  • @MeepMu
    @MeepMu 5 років тому

    4:11 there is potential for a "Gods Plan" parody here

  • @tedp9146
    @tedp9146 5 років тому

    This was the first thing I ever programmed in Processing!