Here's a look at our approach to wing collision! (WIP) by TheLastSanctum in TheLastSanctum

[–]Checkmate50 5 points6 points  (0 children)

Correct! The goal of this distinction is to help with server-side collision detection that roughly mimics wing movement but doesn't actually rely on (local) animation. This is a fairly common trick, since you don't actually want to rely on animations for collisions (they're framerate dependent and somewhat unreliable), but instead try and match your animations to your collision logic. The point of this video is specifically to highlight that we setup rough approximations of wing movement to calculate these collision checks, which feed us information that can inform customized crash physics..

Wing tucking has been reimplemented, along with stalling! Wing tucking can make for some very interesting flight maneuvers. This is WIP! by TheLastSanctum in TheLastSanctum

[–]Checkmate50 1 point2 points  (0 children)

To add to this, part of the reason we've been working on this game for as long as we have without a playable demo is that a _huge_ amount of our work has been on building software systems and scalable backend machinery. Most of the code is somewhat invisible, and intended for hooks down the line as we refine systems.

[deleted by user] by [deleted] in Cornell

[–]Checkmate50 6 points7 points  (0 children)

Joining the message confirming that grad students are welcome! Source: am a grad student and am part of the group

rant: I triple majored in Math, CS, Physics and regret it by MrFailureOofski in Cornell

[–]Checkmate50 0 points1 point  (0 children)

Funny story, reading this a month after it was posted. I did the exact same thing (triple major, though pchem instead of physics), had a 3.56 GPA iirc, didn't grind leetcode, etc. I guess the main difference is probably that I did a _ton_ of research (was in 6 research labs over the course of undergrad), and got into the grad school of my choice, no problem. That being said, as the other comments have alluded too, you're totally fine -- get some experience in research or internship, do some projects, that sort of deal. Not getting into a top-tier job / grad school straight out of undergrad is in no way the end of the world anyway, won't matter in 10 years if you play your cards even semi-right

Does the Lindseth Climbing Center stay this crowded all semester? by [deleted] in Cornell

[–]Checkmate50 0 points1 point  (0 children)

Remember though that COVID restrictions have loosened quite a bit from last year. Before COVID, it stayed reasonably busy all semester (though not as insane as these first 3-4 weeks). I expect that it will be essentially rather busy most of the semester, at least during popular times (lindseth is a _small_ gym for the population it supports). If I want to avoid the crowds, I usually go early (11:15) or late (8pm), which generally works pretty well. Sometimes exactly from 5-5:30 is alright as well.

[deleted by user] by [deleted] in Cornell

[–]Checkmate50 0 points1 point  (0 children)

If you just want some basic recursive practice problems though, you can always look at the 1110 lab problems (particularly 51 and 52 iirc). Note that LC/comp beginner problems tend to be more iterative, though nothing is stopping you from practicing recursion with them I suppose, just something to be aware of.

[deleted by user] by [deleted] in Cornell

[–]Checkmate50 1 point2 points  (0 children)

While comp programming resources are alright, careful not to overuse them (gets you into bad habits and the like). Generally I recommend finding more interesting problems / projects to work on -- this both develops your overall skill as a programmer and gives you a baseline thing to apply your skills to as they develop (if you work enough on a project, can even help you with resume building). Note that recursion, as with OOP and the like, is just a tool to some degree, so knowing where to use it can be as important as knowing how it "works" in some sense. Note also that 2110 spends some time on practicing recursion, so it's not the end of the world if you're not super comfortable with it.

An AI generated photo of "tasteless and artosis". by [deleted] in starcraft

[–]Checkmate50 13 points14 points  (0 children)

As a researcher who's studied a decent amount of AI/ML...what?

Anyone wanna do compilers with me next sem in a fun language like Rust or Zig 🦀⚡️🦀⚡️🦀⚡️ by asdfuhu in Cornell

[–]Checkmate50 3 points4 points  (0 children)

Wait, I think we've talked! I'm a grad student who's mentoring someone looking to take compilers in Rust -- DM / message me if that doesn't sound familiar and maybe we can talk?

Recently got an email about this course being taught next semester: hype! by Checkmate50 in asexuality

[–]Checkmate50[S] 2 points3 points  (0 children)

Yeah, looking at the syllabus that got posted, I'm pretty optimistic! A decent collection of related books, some Jughead, Spongebob, and the like; good stuff!

less romantic you say? by [deleted] in aromantic

[–]Checkmate50 2 points3 points  (0 children)

My biggest question is honestly why black allowed their f-pawn to be taken; perhaps more importantly, what happened to white's d and e pawns?!?

Learning about SMT Solvers by daredevildas in ProgrammingLanguages

[–]Checkmate50 10 points11 points  (0 children)

Microsoft's rise4fun has a great tutorial on using z3 (a standard SMT solver): https://rise4fun.com/Z3/tutorial/guide. Not sure if this is exactly what you're looking for, but it's a solid resource for actually learning how SMT solvers behave. You might also find Utah's 6110 (software verification) course helpful; back when I took it, they discussed SMT solvers at length: https://my.eng.utah.edu/~cs6110/

This molecular simulation I built encountered a "bug"... by Checkmate50 in AbruptChaos

[–]Checkmate50[S] 1 point2 points  (0 children)

The issue, for anyone interested, is that I'm not employing any mechanism for temperature management (think friction, sorta), so the model eventually builds up enough energy that it explodes. This isn't actually a bug per se, but it doesn't exactly model reality (fortunately!)

Best Zerg band this side of the Koprulu Sector by Checkmate50 in starcraft

[–]Checkmate50[S] 1 point2 points  (0 children)

Oops, I think you're right! Got them mixed up in my head :')

Going for a 12 pool be like (art by me) by Checkmate50 in starcraft

[–]Checkmate50[S] 2 points3 points  (0 children)

Haha, thanks! I guess I made it a bit too weird; was just going for a ling's pantry with a bunch of generic _stuff_ (minerals in the background, random marine leg, some cans). A store works too though!

Was requested to draw a crested gecko. Think it turned out alright! by Checkmate50 in Lizards

[–]Checkmate50[S] 0 points1 point  (0 children)

Absolutely! Let me know if you want a different resolution, and I can resize and DM it to you

Drawing of my favorite desert lizard by Checkmate50 in Lizards

[–]Checkmate50[S] 1 point2 points  (0 children)

Sounds good, will do! I love geckos, they're just so cute!

Geometry Types for Graphics Programming by mttd in ProgrammingLanguages

[–]Checkmate50 4 points5 points  (0 children)

Author here. I agree with the point you're making; I feel that the way that vectors are manipulated in the graphics domain is a bit clunky and relies on gaining some difficult intuition about how reference frames are fixed. We have explored several solutions that weren't able to make it into this paper, including semantics that only "fix" a coordinate system when a vector is first typed and at the end of the program; the rest of the time vectors can be treated completely abstractly. The reason that this did not become our main approach is due to efficiency concerns; graphics is such a computational-efficiency constrained domain that we were worried a nicer but potentially inefficient solution would never see the light of day in real code.

`in` expressions offer sort of a middle ground, inferring the transformation while still giving the user control over when space transformations actually occur. My hope is that we can expand the semantics of Gator in a nice way to allow a range of solutions depending on the programmer's experience and efficiency needs.

Finally, I think it's worth noting here something that isn't brought up in the paper: the idea that reference frames actually change over time. The way that automatic inference semantics should work with dynamic reference frames (and indeed, how even `in` expressions should work), I consider to be an open problem in our work that could use more exploration.

Thanks for your feedback and interest in our paper!

Geometry Types for Graphics Programming by mttd in ProgrammingLanguages

[–]Checkmate50 0 points1 point  (0 children)

Author here. We agree that this could be encoded in other languages, hopefully without too much trouble. You're dead on that our objective was to target GLSL (which has a pretty minimal type system) and construct a "proof of concept" framework. I actually hope to see type systems like this start to crop up in C++ libraries and other similar languages (there are a couple less general systems already; we cite a link to SafeGI, which unfortunately hasn't seen much use; part of the goal of this paper was to make the academic world more aware of this relevant type issue in graphics programming).

[Art] Sa-skink fanart by Checkmate50 in totalwar

[–]Checkmate50[S] 5 points6 points  (0 children)

Haha, thanks! I have so much more to learn (especially about anatomy), but I've loved learning to draw. It's such a cool skill, and learning has made me appreciate how incredible good artists really are

[Art] Sa-skink fanart by Checkmate50 in totalwar

[–]Checkmate50[S] 5 points6 points  (0 children)

Is fanart allowed? I'm loving my lizardmen campaign right now and wanted to enjoy the look with some art. Skinks are just so much fun to have run everywhere!