/* "CircleClock" Created By Nate "ZombieProof" Created on November 14, 2010 */ void setup() { size(300, 300); colorMode(RGB, 12); smooth(); noStroke(); } void draw(){ background(0); //hour fill(3); float hourCenterx = cos(3*PI/2+2*PI*hour()/12+PI/2/12*minute()/60+PI/2/12/60*second()/60+PI/2/12/60/60*millis()/1000)*width/4+width/2; float hourCentery = sin(3*PI/2+2*PI*hour()/12+PI/2/12*minute()/60+PI/2/12/60*second()/60+PI/2/12/60/60*millis()/1000)*height/4+height/2; ellipse((int)hourCenterx,(int)hourCentery,width/2,height/2); //min fill(6); float minCenterx = cos(3*PI/2+2*PI*minute()/60+PI/2/60*second()/60+PI/2/60/60*millis()/1000)*width/8+hourCenterx; float minCentery = sin(3*PI/2+2*PI*minute()/60+PI/2/60*second()/60+PI/2/60/60*millis()/1000)*height/8+hourCentery; ellipse((int)minCenterx,(int)minCentery,width/4,height/4); //sec fill(9); float secCenterx = cos(3*PI/2+2*PI*second()/60+PI/2/60*millis()/1000)*width/16+minCenterx; float secCentery = sin(3*PI/2+2*PI*second()/60+PI/2/60*millis()/1000)*height/16+minCentery; ellipse((int)secCenterx,(int)secCentery,width/8,height/8); //millis fill(1); float milCenterx = cos(3*PI/2+2*PI*millis()/1000)*width/32+secCenterx; float milCentery = sin(3*PI/2+2*PI*millis()/1000)*height/32+secCentery; ellipse((int)milCenterx,(int)milCentery,width/16,height/16); }

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Going from largest circle to smallest: Hours, min, sec, millis.

Does anyone know how I could make the clock move more smoothly? Specifically the larger increments of time. I have everything changing down to the millis which I thought would smooth it out but the movement is still choppy.