junon 11 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);
  • ivanjermakov 2 hours ago

        while true; do curl -X POST -Ss https://respected-accordion-31461.ondis.co/boing &; sleep 0.1; done
    • gregsadetsky an hour ago

      please don't, but I can't stop you. :-) thanks!

  • blensor 5 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 3 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 4 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__ 10 hours ago

    take my upvote. That's hilarious

  • meesles 9 hours ago

    BoingBoingBoingBoingBoing

  • ngkw 9 hours ago

    I love this.

coffeecoders 8 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.

  • dataflow 6 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 2 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 2 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 running e.g. the dynamics around the air resistance/sound generation 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 "Hooke's law simulates a spring and 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.

  • skrebbel 6 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 4 hours ago

      I remember playing this game when I was like 12 years old, good times

    • ngcazz 6 hours ago

      Also worth checking out, the FOSS clone X-Moto

    • finger 6 hours ago

      I spent thousands of hours on that game.. just too good :)

  • iamflimflam1 8 hours ago

    Same is true in a lot of old platformer games. Real physics feels horrible.

    • faeyanpiraat 4 hours ago

      Yeah, I really like the low gravity during my dreams

mythz 6 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.

analogears 2 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..

reactordev 5 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.

TheAceOfHearts 10 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.

jonplackett 7 hours ago

Oh it needs a total boings by everyone counter!

  • gregsadetsky 6 hours ago

    alright, I implemented a world boing counter :-) thanks for the great idea

    • kentiko 5 hours ago

      Nice, could you share how you implemented it?

      • gregsadetsky 43 minutes 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 6 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 6 hours ago

        there's rate limiting so the script posted in this thread actually mostly hits 429s :-) but yeah, great pointer

  • dmje 7 hours ago

    Total boing heatmap!

alex440440 4 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.

aetherspawn 9 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 7 hours ago

    Well spotted! I'd love a synthesized version - if anyone has pointers.

e1gen-v 3 hours ago

If you manage to push it all the way down directly in the middle it boings forever

codeulike 6 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 5 hours ago

    you are right - just improved this and I think it looks a lot better (deploying now)

    thanks!

    • codeulike 2 hours ago

      The dream of agile exemplified

texuf 7 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 7 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 6 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.

gnarlouse 9 hours ago

Is this physics based audio?

  • gregsadetsky 40 minutes 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?

ethmarks 11 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 11 hours ago

    The original is pretty low, it appears to be sped up. Check the network panel.

prodigycorp 11 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.

egeres 6 hours ago

Amazing to see software like this without sign-in requirements or paid subscriptions!

tdeck 3 hours ago

I'm slightly ashamed of how many times I boinged this. Great work!

naich 6 hours ago

I had to stop at 100 or I would have been there all day.

satvikpendem 12 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 39 minutes ago

    Are you seeing the small dotted lines when pulling very far? It's meant to show the applied tension

cons0le 9 hours ago

Finally something I actually want to pay for!! Give us a premium tier with exclusive boingers plz

____tom____ 11 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 10 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 7 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 11 hours ago

As a phone user, I hate you, I hate how good this is. That counter is just mocking me.

sam-cop-vimes 10 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 8 hours ago

    I have no sound on ff ios, volume 100%

    • gregsadetsky 7 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 an hour ago

        That already was the case; no sound

        • gregsadetsky 36 minutes 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!

Quizzical4230 10 hours ago

Love this! It's highly addictive. (No guilt)

abhinavsns 10 hours ago

There seems to be a bug. If I catch it mid boing, the sound doesn't stop.

  • gregsadetsky 6 hours ago

    very good observation! just fixed and pushed

ramnik10 9 hours ago

I liked it, would love to code it

bitcrshr 10 hours ago

I needed this. Thank you.

rezmason 10 hours ago

There goes my evening.

akho 7 hours ago

when haptics

  • gregsadetsky 7 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

brcmthrowaway 7 hours ago

AI?

  • gregsadetsky 6 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.

thenthenthen 10 hours ago

Can we add accelerometer support? :D

  • gregsadetsky 34 minutes 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!

jesse__ 10 hours ago

boingboingboing

xpe 3 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)?

29athrowaway 10 hours ago

I noticed that the sound changes depending on how you interact with it. Neat