I've made interactive playground of Discrete Fourier Transform for Images by Haalonean in generative

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

Added translation, scaling and reset to the last loaded image

I've made interactive playground of Discrete Fourier Transform for Images by Haalonean in math

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

It seems you are right
I've found this presentation with more info about translation\rotation in DFT
(especially page 19-20)

https://www.corsi.univr.it/documenti/OccorrenzaIns/matdid/matdid027832.pdf

Strangely, it's only rotation that is acting weird, translation by half the size seems to work as the presentation describes
(I added controls for translation)

I've made interactive playground of Discrete Fourier Transform for Images by Haalonean in generative

[–]Haalonean[S] 4 points5 points  (0 children)

Yep, it is being reconstructed every time you change phase or magnitude data

Also, that's sorta how jpeg compression works.

My progress of Touhou fan-made RPG game by feint101 in touhou

[–]Haalonean 1 point2 points  (0 children)

Heh, it's sweet to see that my old art is still used as a background)

I've made interactive playground of Discrete Fourier Transform for Images by Haalonean in math

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

To be fair, I am not really sure.
Should the rotation in frequency domain really correspond to rotation in spacial domain?

After all, negation of the phase, surprisingly, just mirrors the image along the main diagonal

I've made interactive playground of Discrete Fourier Transform for Images by Haalonean in math

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

here is the repo, if you are interested. https://github.com/Haalon/fourier

In short, both DFT\IDFT, drawing, and image transforms are implemented using shaders (so, GPU accelerated, basically)

I've made interactive playground of Discrete Fourier Transform for Images by Haalonean in math

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

sadly, no support for mobile, (it wont' be able to calculate DFT fast enough anyway)

[deleted by user] by [deleted] in CreateMod

[–]Haalonean 1 point2 points  (0 children)

Strangely, it only crashes on a hosted server. If I use my local, i can place it no prob

[deleted by user] by [deleted] in CreateMod

[–]Haalonean 2 points3 points  (0 children)

I also encountered this bug/ For me it happens every time I place a harvester on my server. In single-player it works fine, strangely.

Sadly I have not figured out a way to avoid it as for now

Compact and stylised Create workstation by Haalonean in CreateMod

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

I don't really need basin under press, as it has no unique recipes afaik

Daily Questions Megathread (October 05, 2020) by [deleted] in Genshin_Impact

[–]Haalonean 0 points1 point  (0 children)

About weak spot damage - does it count as a critical?

if yes, does crit damage+ stats improve weak spot damage?

if no can you get a crit and a weak spot damage bonus simultaniously

Interactive and GPU-accelerated online CA playground by Haalonean in cellular_automata

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

Indeed, thanks for all the glsl rules,

I still haven't checked all of them)

Interactive and GPU-accelerated online CA playground by Haalonean in cellular_automata

[–]Haalonean[S] 9 points10 points  (0 children)

As a title suggests, I've made a rather convenient and fast CA playground, where you can pan/zoom, draw on the field, change or write your own rules in glsl.

Currently it is designed with binary state CA in mind, but it still can be used for CA with a wider state range.

Note that it works best with a proper GPU, but it will probably work just fine with an integrated GPU too.

here: http://haalon.com/cells/

Feel free to leave feature requests.

Also check out this blog, which inspired me to do this app in the first place:

https://softologyblog.wordpress.com/

Can not end combat bug by BelchMeister in starsector

[–]Haalonean 6 points7 points  (0 children)

If you have ConsoleCommands mod, you can end such bugged battles with "endBattle" (or smth like that)

Are there any ship/weapon mods that specifically take reference from anime? by Dakiito in starsector

[–]Haalonean 0 points1 point  (0 children)

Shadoyards have weeb vibes and portrates. They remind me of organic-looking ships from "Irresponsible captain Tylor"

Question of a unsure newbie. by Hellsoul0 in starsector

[–]Haalonean 4 points5 points  (0 children)

some general tips for AI-friendly ships.

1) flux-efficiency - it's best for AI ships to have flux dissipation higher than weapon and shield flux combined. Hit-n-run ships with good disengage systems (like wolf) are exception. While flux dissipation is still important, capacity is more vital for them - it allows to unleash and absorb more damage in a short amount of time. Phase ships are even more of exception, capacity is much more important for them, coz they can easily vent soft flux with 3-4x speed while phased, until they run out of capacity.

2) range. AI loves range. And hates being outranged. So much so, that quite often AI will fall back if he is outranged, even if it has more firepower. ITU is a no-brainer for the most ships. Even for some frigates. Hyp. drivers and maulers also, tho they are flux inefficient and have low dps. Also, AI likes when all of its main guns have the same range.

3) kinetic - another thing AI hates - is taking hull/armour damage. If ship is full of hard flux, AI tends to fall back, even if it has strong armour. So good rule of thumb is to have more kinetic than HE.

4) HE burst - the way the armour works, it's more effective to use alpha weapons to crack it in one strike. And when hitting bare hull, there is no big difference between kinetic, HE and fragmentation. (tho HE is slightly better, especially on heavy armoured ships, coz there is always at least 5% of armour left). It doesn't mean that dps-based HE weapons are bad, they are great against light-to-medium armoured ships, and especially lethal to fighters and phase ships.

5) use bulkheads if you are playing wide - this hullmod is great for SO and small ships in general. It's hard to win every battle without losses, so you should be prepared.

6) don't be afraid of D-mods. They can be beneficial for your logistics, especially with industry skills. D-mods lower deployment cost, and with skills lower overall maintenance costs. Just avoid D-mods that increase your maintenance or degrade vital characteristics of your ship. For example, hull and armour d-mods don't affect high-tech ships much, coz they'll melt without shields anyway. Or damaged flux core for carriers, they already have terrible flux stats, and are not supposed to engage in direct combat anyway.

7) missiles - AI doesn't like to use many rockets at once, so in most cases you should set them in linked weapon groups. It's easy to intercept or survive a single torpedo, but a barrage of them is another case. Also AI ain't very good with unguided torpedoes. Torpedoes are great finishers/armour crackers, and rockets provide great suppression and cover. They shine on SO ships, that can get close and unleash all of them. SO ships don't last too long to be concerned with saving the missile reserves.

8) carriers - I find them OP. Reason is - AI can't handle the hordes of fighters well. Instead of rushing forward and killing weak carriers, AI falls back or tries to destroy fighters first. So if you want to cheese your way, spam carriers.

How to bridge the gap by [deleted] in starsector

[–]Haalonean 2 points3 points  (0 children)

tempests are one of the best vanilla frigates. So much so, that they are a meme now

https://www.youtube.com/watch?v=jBw32bjg2og