professional games industry web engineer and games hater

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in reply to @potch's post:

Cute! Just curious: how is the HSL → 2D mapping and the colors distance here? I thought this was done only fully saturated colors (the "peel" of the HSL cone), but I don't see black, and many colors look less saturated than I'd expect (but OTOH these aren't the HSL colors, but the closest named colors 🤔).

I think black presents a problem for voronoi diagrams in the HSL color space. All lightness 0 colors are black, so it would contain the entire bottom line, rather than a single point, and I'm not sure if there's a good algorithm for generalizing voronoi diagrams to allow kernel shapes that aren't points of size 0.

IDK about efficient implementation, but from a "definition" standpoint shouldn't replacing "distance to a point" with "distance to a (possibly 0-length) segment" be enough?

Really interesting to see where all the colors are clumped in this! Has me thinking about why certain areas on the spectrum have more fine-grained named color choices than others...

yeah we did it very carefully in JavaScript a while back, happy to share that code if it's useful. it was fun getting the matrix part wrong and seeing what that did to the resulting color wheel (we were rendering a color wheel), really made the whole thing feel less magical and more like choices someone made.