Show HN: Boing

(boing.greg.technology)

667 points | by gregsadetsky 17 hours ago

52 comments

  • junon 16 hours ago
    Love this. Had to cheat, naturally.

        setInterval(()=>{const canvas=document.getElementById('canvas');const startX=266;const startY=198;const rect=canvas.getBoundingClientRect();const startClientX=rect.left+startX;const startClientY=rect.top+startY;let endClientX,endClientY,distance;do{endClientX=Math.random()*window.innerWidth;endClientY=Math.random()*window.innerHeight;const dx=endClientX-startClientX;const dy=endClientY-startClientY;distance=Math.sqrt(dx*dx+dy*dy)}while(distance<25);const dispatchMouseEvent=(type,target,clientX,clientY)=>{const event=new MouseEvent(type,{view:window,bubbles:true,cancelable:true,clientX:clientX,clientY:clientY,screenX:clientX+window.screenX,screenY:clientY+window.screenY,buttons:type==='mouseup'?0:1,button:0});target.dispatchEvent(event)};dispatchMouseEvent('mousedown',canvas,startClientX,startClientY);setTimeout(()=>{dispatchMouseEvent('mousemove',window,endClientX,endClientY);setTimeout(()=>{dispatchMouseEvent('mouseup',window,endClientX,endClientY)},1);},1);},1);
    • ianberdin 19 minutes ago
    • InsomniacL 10 hours ago
      Waiting for somebody to write the code to recreate the Star Wars Imperial March: https://www.youtube.com/watch?v=-NDLlWtudpE
      • Bewelge 37 minutes ago
        Only the first few notes

        (function () { function rateToDistance(rate) { const minR = 0.09; const maxR = 4.65; if (rate < minR) rate = minR; if (rate > maxR) rate = maxR; const t = (rate - minR) / (maxR - minR); return 400 * t; } function dispatchMouseEvent(type, target, clientX, clientY) { const event = new MouseEvent(type, { view: window, bubbles: true, cancelable: true, clientX, clientY, screenX: clientX + window.screenX, screenY: clientY + window.screenY, buttons: type === "mouseup" ? 0 : 1, button: 0, }); target.dispatchEvent(event); } const canvas = document.getElementById("canvas"); function triggerPull(distance) { const rect = canvas.getBoundingClientRect(); const startX = 266; const startY = 198; const startClientX = rect.left + startX; const startClientY = rect.top + startY; const endClientX = startClientX + distance; const endClientY = startClientY; return new Promise(resolve => { dispatchMouseEvent("mousedown", canvas, startClientX, startClientY); setTimeout(() => { dispatchMouseEvent("mousemove", canvas, endClientX, endClientY); setTimeout(() => { dispatchMouseEvent("mouseup", canvas, endClientX, endClientY); resolve(); }, 50); }, 50); }); } const semitones = 12; const notes = { G: Math.pow(4, -9 / semitones), A: Math.pow(4, -7 / semitones), B: Math.pow(4, -5 / semitones), C2: Math.pow(4, -4 / semitones), D2: Math.pow(4, -2 / semitones), E2: Math.pow(4, -0 / semitones), F2: Math.pow(4, 2 / semitones), G2: Math.pow(4, 4 / semitones), }; async function playWithPitch(rate) { const r = rateToDistance(rate); await triggerPull(r); } async function playScale() { const qrt = 200; const hlf = 400; const fll = 800; const pause = 15; const playNote = async (note, dur) => { await playWithPitch(note); await new Promise(res => setTimeout(res, dur)); }; const loop = async () => { await playNote(notes.E2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.E2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.E2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.C2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.G2, qrt); await playNote(notes.E2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.C2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.G2, qrt); await playNote(notes.E2, fll); await new Promise(res => setTimeout(res, pause)); await new Promise(res => setTimeout(res, pause)); await new Promise(res => setTimeout(res, pause)); }; await loop(); await loop(); await loop(); } playScale(); })();

      • port11 1 hour ago
        Humanity could be busy with silly, amazing stuff like this, but we playin'…
    • blensor 10 hours ago
      I don't think you need to move the mouse, you just need to click slightly offcenter while still bein inside the ball.
      • junon 8 hours ago
        I was looking at the source and it appeared there was special handling on the mousemove event. I also had to introduce timeouts, otherwise it wouldn't work (not entirely sure why). So was being safer since I didn't want this to become a time sink :D
    • Bewelge 9 hours ago
      Almost gave up getting this to work...

      (function () { function rateToDistance(rate) { const minR = 0.09; const maxR = 4.65; if (rate < minR) rate = minR; if (rate > maxR) rate = maxR; const t = (rate - minR) / (maxR - minR); return 400 * t; } function dispatchMouseEvent(type, target, clientX, clientY) { const event = new MouseEvent(type, { view: window, bubbles: true, cancelable: true, clientX, clientY, screenX: clientX + window.screenX, screenY: clientY + window.screenY, buttons: type === "mouseup" ? 0 : 1, button: 0, }); target.dispatchEvent(event); } const canvas = document.getElementById("canvas"); function triggerPull(distance) { const rect = canvas.getBoundingClientRect(); const startX = 266; const startY = 198; const startClientX = rect.left + startX; const startClientY = rect.top + startY; const endClientX = startClientX + distance; const endClientY = startClientY; return new Promise(resolve => { dispatchMouseEvent("mousedown", canvas, startClientX, startClientY); setTimeout(() => { dispatchMouseEvent("mousemove", window, endClientX, endClientY); setTimeout(() => { dispatchMouseEvent("mouseup", window, endClientX, endClientY); resolve(); }, 50); }, 50); }); } const semitones = 12; const notes = { G: Math.pow(4, -9 / semitones), A: Math.pow(4, -7 / semitones), B: Math.pow(4, -5 / semitones), C2: Math.pow(4, -4 / semitones), D2: Math.pow(4, -2 / semitones), E2: Math.pow(4, -0 / semitones), F2: Math.pow(4, 2 / semitones), G2: Math.pow(4, 4 / semitones), }; async function playWithPitch(rate) { const r = rateToDistance(rate); await triggerPull(r); } async function playScale() { const qrt = 200; const hlf = 400; const fll = 800; const pause = 15; const playNote = async (note, dur) => { await playWithPitch(note); await new Promise(res => setTimeout(res, dur)); }; const loop = async () => { await playNote(notes.C2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.D2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.G, hlf); await new Promise(res => setTimeout(res, pause)); await playNote(notes.D2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.E2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.G2, qrt); await playNote(notes.F2, qrt); await playNote(notes.E2, qrt); await new Promise(res => setTimeout(res, pause)); await playNote(notes.C2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.D2, fll); await new Promise(res => setTimeout(res, pause)); await playNote(notes.G, fll); await new Promise(res => setTimeout(res, pause)); await new Promise(res => setTimeout(res, pause)); await playNote(notes.G, qrt); await playNote(notes.G, qrt); await playNote(notes.A, qrt); await playNote(notes.C2, qrt); await new Promise(res => setTimeout(res, pause)); await playNote(notes.C2, qrt); await new Promise(res => setTimeout(res, pause)); }; await loop(); await loop(); await loop(); } playScale(); })();

    • jesse__ 15 hours ago
      take my upvote. That's hilarious
    • meesles 14 hours ago
      BoingBoingBoingBoingBoing
    • ngkw 14 hours ago
      I love this.
    • ivanjermakov 7 hours ago

          while true; do curl -X POST -Ss https://respected-accordion-31461.ondis.co/boing &; sleep 0.1; done
      • gregsadetsky 6 hours ago
        please don't, but I can't stop you. :-) thanks!
  • coffeecoders 13 hours ago
    Funny thing: this feels "realistic" because it’s not perfect physics. A perfectly simulated Hooke's law spring actually looks fake and too stiff. But if you let the animation wobble a bit more and slow down the damping, our brain reads it as weight and squishiness.

    It’s basically controlled sloppiness.

    • SAI_Peregrinus 44 minutes ago
      Hooke's law only accounts for the force the spring applies, not the mass of the spring itself. Once you have to account for the mass of the spring, how that mass distribution changes as the string stretches & compresses, and how that alters the momentum it quickly loses its simplicity. That's far too difficult to do by hand, but it's what the real world does so I'd rather say that Hooke's law is a first-order approximation of spring force, not a perfect law for describing linear spring behavior.
    • dataflow 11 hours ago
      > this feels "realistic" because it’s not perfect physics. A perfectly simulated Hooke's law spring

      Confused. Perfect physics means perfectly simulating reality, not perfectly simulating an unreal idealized formula. Are you saying Hooke's law doesn't feel realistic or are you saying a simulator for a realistic spring doesn't feel realistic?

      • luanmuniz 7 hours ago
        In reality, nothing is perfect. Materials are never 100% one material. Rustness is imperfection, the weight and material of the ball, and the place it's attached are also consideration points, how firmly it is attached, and with which material. A "perfect" simulation of the spring itself would have to consider all these variables, and they almost never do.
        • zamadatix 7 hours ago
          And even if you somehow included "everything" with the "perfect" equations, you'll end up with a lot of stuff which does not have a good closed form solution anyways and good luck getting that running (e.g. the dynamics around the air resistance/sound generation) via approximations both accurate enough that it looks better than "faking it" and fast enough that it's actually usable interactively.

          This leads to what GP was saying: many just cut things off at "Hooke's law simulates a spring, so I'll use that, but the rest is a bit too much to fit so I won't do it" but "Hooke's law simulates a spring but adding a bit of not-physics based fluff approximates all the rest" actually gives far superior results even though it doesn't only use perfect physics equations as the former did.

      • stavros 51 minutes ago
        I think they mean that "ideal" springs don't feel realistic (because they aren't).
    • skrebbel 11 hours ago
      Elasto Mania is a great game from decades ago (but still for sale!) that exploits this fact to a hilarious extent. You control a motor bike with excessively wobbly physics making all kinds of stunts possible (and necessary, to complete the levels) that are spectacular and surprising.

      https://elastomania.com/

      • dom96 9 hours ago
        I remember playing this game when I was like 12 years old, good times
      • apgwoz 5 hours ago
        Wait. Is Jelly Car basically a rethinking of this? I never managed to have the elasto games, but looking at the trailer, there’s a lot of similarities.
      • ngcazz 11 hours ago
        Also worth checking out, the FOSS clone X-Moto
      • finger 11 hours ago
        I spent thousands of hours on that game.. just too good :)
    • marginalia_nu 4 hours ago
      Hooke's law is what's not not perfect physics, but an idealized version of a spring. No real spring (that we'd recognize as a spring) actually obeys it perfectly, because there is damping and friction and a bunch of things that Hooke's law does not factor in.

      To get somewhat more realistic model of a spring, you a damping term, which turns it into an ODE[1].

      [1] https://en.wikipedia.org/wiki/Mass-spring-damper_model

    • iamflimflam1 13 hours ago
      Same is true in a lot of old platformer games. Real physics feels horrible.
      • faeyanpiraat 9 hours ago
        Yeah, I really like the low gravity during my dreams
  • mythz 11 hours ago
    This takes me back a few years when the first of my Uni friends had a baby, they spoiled him with so many toys that their lounge room was like an obstacle field where you had to be careful where to step, but despite all his toys the baby spent all his time while I was there playing with the door spring.

    There's something therapeutic about door springs, that you just have to stop and play with it.

  • dfex 15 hours ago
    Finally!

    Time to recreate the classic: https://www.youtube.com/shorts/pTgJaJYHIAs

  • analogears 7 hours ago
    This reminds me why simple single-purpose web toys used to be so satisfying. No account, no onboarding, no "upgrade to pro" - just a thing that does one thing well. The world counter is a nice touch without being gamified into oblivion..
  • gnarlouse 4 hours ago
    @gregasadetsky: you should make it social… you know, like, just because. Like I want to be able to send my sister my latest “Boing,” and see what she thinks of my technique.
    • gregsadetsky 3 hours ago
      how would that work haha. "send last boing"? and it's a permalink.... and it repeats the boing??? I'm... considering it! :-)
      • gnarlouse 3 hours ago
        Think of it like the Bro App from “Silicon Valley”, just with the charm of a doorstop. ;D
  • mrlonglong 38 minutes ago
    Going to give this to a cat to play with, see if he enjoys it
  • ianberdin 1 hour ago
    Challenge accepted: https://boing.playcode.io.

    three.js, audio generating.

  • TheAceOfHearts 15 hours ago
    Any consideration on sharing the unminified code? I was a bit curious to read through the code and it seems like such a shame to keep it obfuscated. From a quick perusal, it seems like the bulk of the code comes from howler.js (a sound library), and the core functionality is conveniently implemented below the mobile template.
  • alex440440 9 hours ago
    If you were Elon you would claim it's an early alpha of a world simulator that in a year will be able to perfectly predict weather and stock market.
  • jonplackett 12 hours ago
    Oh it needs a total boings by everyone counter!
    • gregsadetsky 11 hours ago
      alright, I implemented a world boing counter :-) thanks for the great idea
      • kentiko 9 hours ago
        Nice, could you share how you implemented it?
        • gregsadetsky 6 hours ago
          Flask + SQLite in WAL mode.

          In-memory ip address rate limiting.

          Hosted and deployed on a ~$20 EC2 server using the open source tool I've been working on, https://disco.cloud/

          We were at ~120 requests/second earlier and it took it on, no sweat.

      • doubleorseven 11 hours ago
        maybe also de-boing the boining now that it's calling the server. i think the js script pasted here will show you it's needed
        • gregsadetsky 11 hours ago
          there's rate limiting so the script posted in this thread actually mostly hits 429s :-) but yeah, great pointer
    • dmje 12 hours ago
      Total boing heatmap!
      • gregsadetsky 10 hours ago
        I considered it for a minute, but then I remembered https://xkcd.com/1138/ .. ha. but let me know if you have other thoughts about this
        • apgwoz 5 hours ago
          Heatmap based on coordinates of the start of the boing!
          • gregsadetsky 5 hours ago
            ahhhhhhhhhhhhhhhhhhh wow I'm dumb. working on it

            EDIT: done! deploying.

            wow ok that was a really good idea.

        • dmje 8 hours ago
          ha :-)
  • reactordev 10 hours ago
    That’s got to be one of the most satisfying things ever. The real device was a darling invention and this is a faithful recreation of the experience of being in time out in the 80s.
  • modeless 16 hours ago
    I would love to see an accurately simulated version of this, à la https://www.engine-sim.parts/
  • aetherspawn 14 hours ago
    The sound is not physics based, the boing sound keeps going if you grab the head, likewise sometimes the sound ends before the vibration finishes.
    • gregsadetsky 12 hours ago
      Well spotted! I'd love a synthesized version - if anyone has pointers.
      • pierrec 30 minutes ago
        Having done a fair amount of audio physical modeling, I'll just say a synthesized version that's both fast and realistic would be possible but difficult. The difficulty is at least "it would make an impressive presentation at DAFx [1]", though I might be underestimating it, and it's more "you could make it your master's thesis at CCRMA [2]"

        Ideal springs are a common, simple element in this field, but this kind of spring is very much not that.

        You're probably better off improving the sample-based version by fading out the audio when necessary and using different samples based on the way it's triggered. If you have "ultra-dry" samples (maybe taken with a contact mic), you can add a convolution effect with a well-chosen impulse response, this will allow you to sharply cut off or adjust the audio and still have a natural-sounding tail.

        [1] https://www.dafx.de/

        [2] https://ccrma.stanford.edu/

        • gregsadetsky 1 minute ago
          I'm extremely grateful for this. My most deeply held secret is that I wish I could do this for a living - digitally modeling weird/beautiful objects/instruments and work on that forever haha. (And maybe make pedals out of them, I don't know)

          If you don't mind humoring me (I'm quite the novice in this field), if I automated the recording of "all" possible positions for a spring (say I had a motor positioned in a way that would let me pull the spring in any polar direction), would that make modeling potentially easier?

          There might be a "train an AI, here's 1000 recordings" angle, but I'm not necessarily interested in/asking about that.

          Just strictly for modeling, would it help the modeling/R&D to have a lot of high sample rate recordings? Thanks a lot!

          P.S. If you have a good intro to DSP class/book, I'd love to hear it. I know about a few, but a recc is always appreciated

  • foobarbecue 3 hours ago
    It's broken! Now when I boing it, it goes totally wild instead of behaving as expected. Did somebody hack it?
  • codeulike 11 hours ago
    It doesnt boing rotationally, only in a straight line. Like the spring isn't really there.

    If I bend it right round to one side so the spring is curved I expect it to bounce round to the other side.

    • gregsadetsky 10 hours ago
      you are right - just improved this and I think it looks a lot better (deploying now)

      thanks!

      • codeulike 7 hours ago
        The dream of agile exemplified
  • cons0le 14 hours ago
    Finally something I actually want to pay for!! Give us a premium tier with exclusive boingers plz
  • uriee 4 hours ago
    Man, slow MO + plot the vibration freq on the axis.
    • gregsadetsky 3 hours ago
      added slomo mode! it's great, thank you!
  • ethmarks 16 hours ago
    I noticed that the boing sound gets deeper and lower with smaller-magnitude boings. Is the boing audio generated procedurally/realistically in response to the physics of the boing, or is just playing a premade boing sound effect that's dynamically pitch shifted?
    • junon 16 hours ago
      The original is pretty low, it appears to be sped up. Check the network panel.
  • cr125rider 16 hours ago
    Oh random Flash apps, how I miss you
  • texuf 12 hours ago
    TIL I don't know how to “unmute” my device anymore. My new-ish iPhone doesn't have a physical switch on the side and I can’t find it in the settings in the pulldown menu.
    • gregsadetsky 12 hours ago
      Oh good point sorry. If you open the Control Center (drag down from the top left, typically), there should be a bell icon..?

      That, or Settings -> Sounds & Haptics -> Silent Mode ?

      • gmac 11 hours ago
        I just got an iPhone 17, and presumably because it inherited its Control Centre configuration from the 13 it replaces (which had a physical switch) the silent mode toggle was not present. Tap and hold in an empty space to edit the controls and add it in.
  • prodigycorp 16 hours ago
    i love this. it reminds me of simpler times when we’d have iphone apps/games that would explore a single mechanic and implement it really well.
  • gnarlouse 14 hours ago
    Is this physics based audio?
    • gregsadetsky 6 hours ago
      It's not, unfortunately. I'd love to find a synthesized version of a boing sound. Perhaps some folks with modular experience could chime in?
    • zer0tonin 9 hours ago
      I don't think so
  • e1gen-v 8 hours ago
    If you manage to push it all the way down directly in the middle it boings forever
  • satvikpendem 17 hours ago
    Very fun and nostalgic. The head of the boinger doesn't seem to exactly follow the cursor/finger however, at least on mobile, it always arcs.
    • gregsadetsky 6 hours ago
      Are you seeing the small dotted lines when pulling very far? It's meant to show the applied tension
      • satvikpendem 3 hours ago
        I see it now, I was using the Dark Reader extension which covered it up, looks good now.
  • egeres 11 hours ago
    Amazing to see software like this without sign-in requirements or paid subscriptions!
  • naich 11 hours ago
    I had to stop at 100 or I would have been there all day.
  • ____tom____ 16 hours ago
    There seems to be a minor bug. When I switch tabs and come back, sometimes the spring is moving. Some times a small amount, and other times it appears to be streched to the max, and extending off the top and bottom of the screen, until it calms down.

    Safari, Mac.

    • mg 15 hours ago
      I just wanted to write about a similar observation when using it in FireFox on Linux:

      When wiggle the spring, keep the mouse inside the white area until it is at rest, press CTRL+u to see the source code, move the mouse to close the source code tab and close it - for some magical reason the spring is moving again for a little bit.

    • gregsadetsky 12 hours ago
      Yes, good sleuthing, that was one of the last remaining things I wanted to fix before launching.

      Just fixed, should be live soon.

  • qwertytyyuu 15 hours ago
    As a phone user, I hate you, I hate how good this is. That counter is just mocking me.
  • OuterVale 14 hours ago
    This is the natural thing to make with this tool: https://youtube.com/watch?v=5VGLPP70Xtw
  • sam-cop-vimes 15 hours ago
    I wasn't hearing the sound initially so I thought it wasn't working in Firefox. Put the sound all the way up and boinged again. Made me jump out of my seat. Hilarious :-)
    • HelloUsername 13 hours ago
      I have no sound on ff ios, volume 100%
      • gregsadetsky 12 hours ago
        Make sure to unmute your device - either using the physical mute rocker on older iPhones, or by disabling Silent Mode (tap the bell in the Control Center)
        • HelloUsername 6 hours ago
          That already was the case; no sound
          • gregsadetsky 6 hours ago
            Just downloaded Firefox on iOS and tested it and sound works here - can you check this other site please: https://learningsynths.ableton.com/ ?

            There will also be no sound there if your phone is in Silence mode. However if Learning Synths works but not mine, then something else is happening.

            Thanks!

            • HelloUsername 58 minutes ago
              "Your browser does not support this site. Please try using a recent version of Chrome, Firefox, Safari, Edge, or Opera."

              Probably because I have Lockdown mode enabled, and/or NextDNS

              • gregsadetsky 48 minutes ago
                I'm not showing that message (ie those words are not from me) so yeah sorry - I'm not sure what's going on
  • tdeck 8 hours ago
    I'm slightly ashamed of how many times I boinged this. Great work!
  • Quizzical4230 15 hours ago
    Love this! It's highly addictive. (No guilt)
  • Ylpertnodi 3 hours ago
    Could you include a dark mode? Great fun.
  • abhinavsns 15 hours ago
    There seems to be a bug. If I catch it mid boing, the sound doesn't stop.
    • gregsadetsky 11 hours ago
      very good observation! just fixed and pushed
  • nopurpose 12 hours ago
    How many before you stopped? I am at 37.
  • ramnik10 14 hours ago
    I liked it, would love to code it
  • bitcrshr 15 hours ago
    I needed this. Thank you.
  • rezmason 15 hours ago
    There goes my evening.
  • fHr 4 hours ago
    absolute peak, love it
  • thenthenthen 15 hours ago
    Can we add accelerometer support? :D
    • gregsadetsky 6 hours ago
      on iOS at least, that requires an additional permission, and it would take some work to get the feeling right on both iOS and Android

      but I agree - I have some other mono-site-ideas like these in mind, and I think that the accelerator could be very fun. thanks for the suggestion!

  • akho 12 hours ago
    when haptics
    • gregsadetsky 11 hours ago
      I would love to, but iOS support doesn't seem possible - there's a trick [0] to make a hacky haptic vibration in javascript, but it doesn't work with the kinds of events here of drag&release. And (lame excuse, but) I don't have an Android phone to test the haptics to make sure they're semi realistic.

      This might have to wait for the native app versions ha.

      [0] https://progressier.com/pwa-capabilities/vibration-api

  • jesse__ 15 hours ago
    boingboingboing
  • brcmthrowaway 12 hours ago
    AI?
    • gregsadetsky 11 hours ago
      Yes! I've been toying with this project idea for a few ~months, trying out most of the models out there. The physics and the look of the spring would come out quite crazy looking, so I put it on the back burner.

      This is not an ad, there's no affiliate link... but the physics & drawing code were one shot by the recently released Gemini 3 Pro. It was pretty incredible to see. Additional tweaks & boing counter server by Claude Code.

  • 29athrowaway 15 hours ago
    I noticed that the sound changes depending on how you interact with it. Neat
  • johnwheeler 15 hours ago
    Most excellent.
  • xpe 8 hours ago
    Anyone want to commission an AI to make a sequel called Boing or Krill where you have to choose between boinging the spring or playing a game of snake (drawn as a line of krill)?
  • karanveer 16 hours ago
    so satisfying.
  • catapart 16 hours ago
    fantasitic
  • doppelgunner 13 hours ago
    [dead]
  • supareya 16 hours ago
    [dead]