This is a small site that has a short story of perry the period blood
It is based off an inside joke with my friends
I challenged myself to build it in an hour
I guess it worked, now i can do something useful!
Today I wanted to add an app. Not a standard one like notepad, music, file explorer… something that is different. So, naturally, I spent two hours coding my own star map using a ton of stars from the yale bright star catalogue (okay maybe not a ton but you get the idea). It takes the users location, calculates the chunk of sky above them (yes, you can do this) and shows the major stars visible to the naked eye on a turntable style minimap.
ohhhh yeah and i added stuff from the guide like the topbar and time, that’s not the star of the show for this log though lol.
I want to finish this project really efficiently, so I have mapped out what features I want (you will see as they come). Today, I finished the boot screen and styling for it, and made the file structure.
Not much, only 40 mins, but since its a roughly 2hr 30m project, 30m a day means I finish in 5 days.
Okay so for the last 4 hours i’ve been fighting with my shader code as it didnt work for a long time, but it finally works.
Overall, that 4 hour period was a rollercoaster and i’m glad its over. If you want to see how it broke (I didnt devlog this cause I was too preoccupied) there’s a video devlog on my instagram:
Been toying around with distortion lately, I’m still torn between making a full on shader or just having distortion to look like lensing. Most of my time spent has been trial and error with different ways of distorting, from basic inward radial distortion to a more complex particle tracing distortion. I am gonna try and perfect this before moving on I think, because if I can’t get this right then in my opinion I have a long way to go before making a shader.
added mass slider, larger masses = more gravity, so more lensing/distortion!
made the source draggable, but I don’t know how useful this really is lol (maybe easier to centre, to see einstein rings?)
Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)
This is, to say the least, gonna be hard.
I have a rough idea of what I’m gonna do, but really i have never made a shader before or used GLSL.
Luckily I decided not to do this today as I was already tired and decided to make a prototype which rather than solving the lens equation, simply uses a radial distort to… well distort the space around it. I did initially try distort a point mass (yeah my bad) so obviously had to switch it to a bunch of particles densely packed. This actually shows a distort, even if its not accurate to astrophysics (this isn’t the goal for today)
Next steps? think about how i will integrate actual physics into this, and read MORE research papers.
I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out!
So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring…
I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will.
So 3hrs logged brings Pulsar Sim this new revamped landing/info page!
Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level.
I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram.
I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars
maybe a catalogue of real pulsars?
a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out
probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so
Note about the screenshot:
You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!
tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid
I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol)
alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :)
https://www.instagram.com/urged.st/
Added a distance factor, and different presets for the pulsar!
Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate.
Not much done, just fixed a bug where the using the slider would drag the background along with it 😭
Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!
Finished the base template
I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully.
Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine.
Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected.