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Adding nightmare matrix support
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@@ -16,6 +16,7 @@ You can customize the digital rain by putting a '?' at the end of the link above
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Here's a list of customization options:
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- **version** - the version of the Matrix to simulate. Can be "nightmare" or "1999" (default).
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- **width** - the number of columns (and rows) to draw. Default is 80.
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- **animationSpeed** - the overall speed of the animation. Can be any number, even negative! Default is 1.0.
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- **fallSpeed** - the speed of the rain. Can be any number, even negative! Default is 1.0.
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@@ -26,9 +27,11 @@ Here's a list of customization options:
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---
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### technical details
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The glyphs in this project are cleaned up vectors [from an old SWF](https://web.archive.org/web/20070914173039/http://www.atari.com:80/thematrixpathofneo/) archived in 2007.
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The Matrix glyphs in this project are cleaned up vectors [from an old SWF](https://web.archive.org/web/20070914173039/http://www.atari.com:80/thematrixpathofneo/) archived in 2007.
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(Please support the [Internet Archive!](https://archive.org/about/))
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The Gothic glyphs in this project are derived from [Dr. jur. Robert Pfeffer's font "Silubur"](http://www.robert-pfeffer.net/gotica/englisch/index.html), which are inspired by the uncial script found in the [Codex Argenteus](https://en.wikipedia.org/wiki/Codex_Argenteus).
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The glyphs are formatted as a multi-channel distance field (or MSDF) via Victor Chlumsky's [msdfgen](https://github.com/Chlumsky/msdfgen). This format preserves the crisp edges and corners of vector graphics when rendered as textures. Chlumsky's thesis paper, which is in English and is also easy to read, is [available to download here](https://dspace.cvut.cz/handle/10467/62770).
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The raindrops themselves are particles [computed on the GPU inside of a texture](https://threejs.org/examples/webgl_gpgpu_water.html), much smaller than the final render. The data sent from the CPU to the GPU every frame is negligible.
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