
Fig. 110. §6 Math
Splat Equation
Every splat has a place and a color.
1Facts
- Shelf
- Math
- Kind
- Built from a recipe
- Your own
- Your own splat program
- Sound
- Yes
- Licenses
- Own work (made in the page)
2How to play
Tap to play time t. Pick a program, or type your own equations, in the Splash tab.
3Its controls
Table I. Every control on this Splash.
| Control | Kind | Range | Start |
|---|---|---|---|
| Play t | Tap | ||
| t | Slider | 0 to 100% | 0% |
| Play | Button | ||
| Program | List | 9 choices | Torus |
| Splats | List | 3 choices | Solid |
| Light and shade | Setting | ||
| Moments of t | List | 4 choices | 12 |
4About it
Every splat has a place and a color. Here you program them with math: each splat gets two numbers, u and v, and your equations x, y and z turn them into its place, while hue (or r, g and b) gives its color. Time t runs from 0 to 2π, so the shape can move.
Tap it to play one cycle of t and watch the shape move. Pick a sphere, a torus, a Möbius strip, a seashell, a trefoil knot, a wave, a spiral galaxy or a Klein bottle in the Splash tab, or type your own, such as z = sin(u + t). Under Splats, Solid shows a clean surface, Fine a finer one, and Dots every splat on its own. The Splash Manual explains the whole language.
5Details
- Your own files
- .txt
6Sources and credits
Made in Splashery. Its code is MIT.



