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@@ -44,40 +44,60 @@
<h2 class="center" id="title">RECREATING THE MATRIX RAIN WITH ANSI ESCAPE SEQUENCES</h2>
<h6 class="center">21 DECEMBER 2025</h5>
<br>
- <div class="twocol justify"><p>The Matrix digital rain implemented in raw C using ANSI escape sequences with
-zero dependencies—not even ncurses.</p>
-
-<video style="max-width:100%;" controls="" poster="poster.png">
- <source src="matrix.mp4" type="video/mp4" />
-</video>
+ <div class="twocol justify"><p>My 2022 implementation of the Matrix rain had too many loose ends. Unicode
+support was inflexible: the charset had to be a single contiguous block with no
+way to mix ASCII with something like Katakana; Phosphor decay level was stored
+in a dedicated array–still don’t understand why I did that when I had already
+used bit-packing for the RGB channels; The algorithm was difficult to decipher.
+The 2022 version worked, but that’s not the same thing as being correct.</p>
+
+<p>I began by placing the decay factor in the LSB of the 4-byte RGB value. Let’s
+call that RGB-PD. PD plays a somewhat analogous role to an alpha channel; I
+avoided labelling it A so as not to cause confusion:</p>
+
+<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>enum {
+ R, /* Red */
+ G, /* Green */
+ B, /* Blue */
+ PD /* Phosphor decay level */
+};
-<p>This is a fork of Domsson’s unique rendition of the Matrix rain: <a href="https://github.com/domsson/fakesteak" class="external" target="_blank" rel="noopener noreferrer">Fakesteak</a>. Three years ago, I forked his project
-and added truecolor and Unicode support. I also drastically modified the
-algorithm to produce a rain that resembled the original aesthetic with high
-visual fidelity.</p>
+typedef union color_tag {
+ uint32_t value;
+ unsigned char color[4];
+} color;
+</code></pre></div></div>
-<h2 id="unicode-support">Unicode support</h2>
+<p>The decision to use union over more portable bit twiddling was made three years
+ago, as I recall, for readability. Seeing as all my systems are little-endian,
+this is unlikely to cause me trouble. Besides, if union is never to be used,
+why is it in the language anyway?</p>
-<p>Unicode support in the 2022 version lacked flexibility. The charset used in the
-rain had to be a single contiguous block defined by <code class="language-plaintext highlighter-rouge">UNICODE_MIN</code> and
-<code class="language-plaintext highlighter-rouge">UNICODE_MAX</code> settings:</p>
+<p>The blend() function, which emulates the dim afterglow of Phosphor by eroding
+the RGB channels towards the background, remains as elegant as it did three
+years ago:</p>
-<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>#define UNICODE_MIN 0x0021
-#define UNICODE_MAX 0x007E
+<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>#define DECAY_MPLIER 2
-static inline void insert_code(matrix *mat,
- size_t row, size_t col)
+static inline void blend(matrix *mat,
+ size_t row, size_t col)
{
- mat-&gt;code[index(mat, row, col)] = rand()
- % (UNICODE_MAX - UNICODE_MIN)
- + UNICODE_MIN;
+ unsigned char *color;
+
+ color = mat-&gt;rgb[index(mat, row, col)].color;
+ color[R] = color[R] - (color[R] - RGB_BG_RED) / DECAY_MPLIER;
+ color[G] = color[G] - (color[G] - RGB_BG_GRN) / DECAY_MPLIER;
+ color[B] = color[B] - (color[B] - RGB_BG_BLU) / DECAY_MPLIER;
}
</code></pre></div></div>
-<p>There was no way, for instance, to use both ASCII and Katakana at the same
-time. The user had to pick one. In the new version, the user can use any number
-of Unicode blocks using <code class="language-plaintext highlighter-rouge">glyphs</code> array. In fact, the default rain now includes
-both ASCII and half-width Katakana characters:</p>
+<p>While the memory inefficiency of Phosphor decay tracking was a technical
+oversight I hadn’t noticed, the limitation around mixing nonadjacent Unicode
+blocks was a nagging concern even three years ago. So, a fix was long overdue.</p>
+
+<p>In the new version, I introduced a glyphs array that enables a user to add as
+many Unicode blocks as they want. The insert_code() function picks a block
+from the array at random, and then picks a character from that block at random:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>#define UNICODE(min, max) (((uint64_t)max &lt;&lt; 32) | min)
@@ -104,51 +124,32 @@ static inline void insert_code(matrix *mat,
}
</code></pre></div></div>
-<p>Entries in the <code class="language-plaintext highlighter-rouge">glyphs</code> array are Unicode blocks bit-packed in an 8-byte
-container: the four low bytes forms the first codepoint and the four high bytes
-the last.</p>
-
-<h2 id="phosphor-decay">Phosphor decay</h2>
+<p>The Unicode blocks are stored in 8-byte containers: the low four bytes form the
+first codepoint and the high four bytes the last. Here, I chose bitwise
+operations over unions because, first and foremost, the operations themselves
+are trivial and idiomatic, and the UNICODE() macro simplifies the management of
+charsets. The insert_code() function is now ready to take its rightful place
+next to blend().</p>
-<p>The dim afterglow of monochrome CRT displays is achieved by carefully scaling
-the RGB channels individually and mixing them:</p>
-
-<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>#define DECAY_MPLIER 2
-
-static inline void blend(matrix *mat,
- size_t row, size_t col)
-{
- unsigned char *color;
-
- color = mat-&gt;rgb[index(mat, row, col)].color;
- color[R] = color[R] - (color[R] - RGB_BG_RED) / DECAY_MPLIER;
- color[G] = color[G] - (color[G] - RGB_BG_GRN) / DECAY_MPLIER;
- color[B] = color[B] - (color[B] - RGB_BG_BLU) / DECAY_MPLIER;
-}
-</code></pre></div></div>
-
-<p>The blending function emulates the phosphor decay by gradually transitioning
-each raindrop’s color towards the background color. The multiplier is the
-number of passes over the rain track needed before the afterglow disappears.</p>
-
-<h2 id="the-algorithm">The algorithm</h2>
-
-<p>Nonetheless, the rain resembles the original with high visual fidelity. It’s
-highly customizable and gentle on the CPU. On my 14” ThinkPad T490, which has a
-resolution of 1920x1080 and 4GHz CPU, it uses 2-3% of the CPU with occasional
-jumps of up to about 8%. Not too bad for a weekend project. The program has
-been tested with xterm and urxvt terminal emulators on OpenBSD and Arch Linux
-systems. Someone has managed to get it moving on a Raspberry Pi as well.</p>
-
-<p>Lastly, to compile and run:</p>
+<p>The result is a digital rain that captures the original Matrix aesthetic with
+high visual fidelity:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>$ cc -O3 main.c -o matrix
$ ./matrix
</code></pre></div></div>
-<p>“All I see is blonde, brunette, red head.”</p>
+<video style="max-width:100%;" controls="" poster="poster.png">
+ <source src="matrix.mp4" type="video/mp4" />
+</video>
+
+<p>There was no cause to measure the program’s performance characteristics
+precisely; it’s gentle on the CPU. On my ThinkPad T490 running OpenBSD, which
+has a resolution of 1920x1080, it uses about 2-3% of the CPU, with occasional
+jumps of up to about 8%; the cores remain silent, the fans don’t whir, the rain
+falls in quiet.</p>
<p>Files: <a href="source.tar.gz">source.tar.gz</a></p>
+
</div>
<p class="post-author right">by W. D. Sadeep Madurange</p>
</div>