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bberkgaut · 2 years ago
Reminds me of quantum soccer [1] from a short story by Greg Egan

[1] https://gregegan.net/BORDER/Soccer/Soccer.html

isoprophlex · 2 years ago
> The pairs of modes involved depend on the player’s velocity; the exact rules are spelt out in the mathematical details, but it’s easy to experiment using trial and error.

Easy. This guy is truly in league of his own.

actionfromafar · 2 years ago
The quantum soccer league.
bgoated01 · 2 years ago
My first playthrough I quickly got it to where the amplitude was minimal, so then I just dropped low frequency low amplitude sinusoids for a while until I got bored. The following tries didn't go so well, but I guess even if I don't get the amplitude low I could still use the low frequency sines trick. I think this could be nice as a potential teaching tool for how sinusoids and waves combine. Sort of along the lines of this small game I made when I was a TA for an intro to acoustics class in college: https://goatesheard.com/ncg
mnky9800n · 2 years ago
This is wonderful. I think, ultimately it doesn't end up being a game as much as it is a wonderful way of looking at waveforms, simply because there is no goal except minimize. There should be an api so you can write code to pick the optimum changes for each drop.
nomemory · 2 years ago
Hello, this game is part of an article I am currently writing. I will add there the "optimal" sinusoid :). Thank you for the idea.
mckeed · 2 years ago
The goal is the same as Tetris – to last as long as possible before overflowing. This just doesn't have the mechanic of gradually getting faster.
nomemory · 2 years ago
I've added the feature so you can see the first 4 optimal sinusoids.
tantalor · 2 years ago
Fun but hard to control. Suggestions to improve:

1. Make it so two hands can be used. If have to keep repositioning my fingers then I can't remember what each key does. Perhaps WADS and IJKL.

2. Phase: should not bottom out, it should allow for unlimited movement in either direction (wrap around). Should have same spatial/screen movement regardless the frequency, so scale up the phase shift as frequency drops.

3. Frequency: Fix the curve at center of the screen when adjusting frequency, instead of the left edge. Currently imbalanced: the right side move a lot and the left is fixed. Hard to do fine adjustments.

And please make it go slower.

danbruc · 2 years ago
Also QUERTY vs QUERTZ keyboards, Y and Z are flipped so that A/Y makes no sense. That is a really common issue, for example also with programs that want to use the keyboard to play piano. Use scan codes instead of key codes. [1]

[1] https://hacks.mozilla.org/2017/03/internationalize-your-keyb...

TimTheTinker · 2 years ago
Tapping quickly on iOS causes the page to zoom in... makes it hard to play.
wanderingstan · 2 years ago
For me as well.

I think making the controls into actual button elements would fix this. (Suspecting they are divs with onclick handlers now.)

jansan · 2 years ago
Also, the Z key is a bad choice for controls, because in some parts of the world it is at an entirely different location on the keyboard.
jolmg · 2 years ago
> Perhaps WADS and IJKL.

I don't think 2 hands are needed, but WASD might be more intuitive. W/S to increase/decrease amplitude, A/D to decrease/increase frequency, Q/E to increase/decrease the phase.

hyoogle · 2 years ago
Definitely agree on the slower bit. I would love to play a much slower version of this at least to learn the controls better and also think through some strategy.

If it sped up over the course of the game that would be great.

nomemory · 2 years ago
Implemented 2.

Now there's a turn-based mode so it stops and gives you time to think.

tantalor · 2 years ago
Thanks!!
lern_too_spel · 2 years ago
I looked at it on mobile, so I couldn't actually play it, but can't you just fix a period and amplitude and alternate the phase forever or just set the amplitude to 0?
orthoxerox · 2 years ago
Yes, same frequency + smallest amplitude + phase adjustment is the optimal strategy
MauranKilom · 2 years ago
Arguably, minimal frequency + phase adjusted so the falling sinusoid has only negative values in the playing area is "more optimal" (more room for error).
nomemory · 2 years ago
Hello, I've added some buttons so you can look on it on mobile.
dmonitor · 2 years ago
Seems like you can just increase the period arbitrarily large and then shift it in time such that the graph is entirely occupied by the values of the sinusoid less than zero.
ant6n · 2 years ago
The text says something about how you shouldn't make the waveform blow up outside the canvas, but I am not sure whether its measured or shown.
dataangel · 2 years ago
Do you always advance to the next stage? If so I appear to win by just clicking "drop" every time.
downboots · 2 years ago
It returns to first stage after the wave hits the bounds
willyt · 2 years ago
Reminded me of a question from my A-level maths exam at high school; it also managed to install the same sense of panic!
willyt · 2 years ago
I meant instil...