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Infinite zoom art turned into a game so fun (venturebeat.com)
32 points by stankylegz 3 months ago | hide | past | favorite | 10 comments



Maybe just change the link to the actual game

https://sarahandersencomics.aninfinitestory.io/

Why is the article so pointlessly wordy? Is it AI or bad translation?

The cartoon-like game, or gamified experience, is called Sarah Andersen Comics “After Owning a Cat,” in partnership with An Infinite Story. It’s based on the art of Sarah Andersen, whose work is called Sarah’s Scribbles.

The Sarah Andersen Comics “After Owning a Cat,” in partnership with An Infinite Story hidden art game launches on web platforms everywhere for free today.

In the After Owning a Cat game, you can pinch the screen to zoom in on any given part of a comic image of the Sarah’s Scribbles web app. When I saw the zooming happen in a demo, I chuckled. The game may ask you to find six cats in a black-and-white picture.


Terrible writing and title gore, too. I actually liked Sarah's Scribbles before, this is just sad.


Ah great, my 3 year old loves zooming on my phone - I was looking for an infinite zoom game exactly like this! I don't know why they don't actually link to the game. Here it is:

https://sarahandersencomics.aninfinitestory.io/

Kind of need it full screen though so her flailing fingers don't touch the address bar etc.


if you make a shortcut to the homescreen, I think there's no address bar then.


After owning a cat?? Nobody owns a cat! The cat tolerates that you live in his vicinity.


There use to be a flash art which had actual infinite zoom. You could keep zooming in and it loops back to the starting point at the end seemlessly.

Found it, it was https://zoomquilt.org/


Is there a framework available for building something like this? The article mentions WebGL, but does go into details. Does anyone know how to do this?


You define your scene in terms of nested frames. Each frame is defined with normalized coordinates inside its parent. Initially you render from the top-level frame, but as you zoom into some other frame, you switch to rendering from that frame. This avoids numerical issues, no matter how far you zoom, because the view coordinates are reset each time you switch to a new render root.

When rendering descendant frames, you should stop when something becomes smaller than a pixel.

Normally your frame graph would be a tree. But you can add cycles to your frame graph, to achieve weird effects, like getting back to the macro scale after zooming in to nano scale, etc.



here’s one that follows ur cursor around when clicked: https://rin.dev/journal/neko




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