I would love to say that I made a very sophisticated automated tool for this.. but it was mostly just me hacking a simple script that lets me manually select coordinates and preview the lines; while console.log()ing the coordinates and copy-and-pasting into the arrays.
The "borders" for each layer are easier -- all the coordinates come from the SVG, after translating and scaling.
I don't understand why people are impressed by HTML Canvas demos. It's like getting impressed by a calculator adding two numbers together. Or being impressed by a for loop statement in a language. Or being impressed by an fopen statement to read files.
A collection of drawRect, drawCircle and setBrushColor calls isn't impressive just because it's done in JS. That's what graphics libraries are supposed to do. Maybe I'm missing something here...
This is hacker news, shouldn't they be evolving the shape, instead of just straight drawing it? Also, it should be powered by node.js somehow, and have $3 million in seed funding.
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[ 3.7 ms ] story [ 39.5 ms ] threadAnyway, thanks for pointing it out. I will try to fix it when I get home. Before then, have fun with the "interesting effects". =)
The "borders" for each layer are easier -- all the coordinates come from the SVG, after translating and scaling.
A collection of drawRect, drawCircle and setBrushColor calls isn't impressive just because it's done in JS. That's what graphics libraries are supposed to do. Maybe I'm missing something here...
The article demonstrates a vector based 'hand drawing' algorithm that happens to use the HTML5 logo and be implemented in javascript with canvas.
Unfortunately it doesn't appear to implement a generalised library for scruffy drawing.