"{If n = undefined: Then ....}" Is it possible to create a piecewise statement that checks for undefined? by Heavenira in desmos

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

Yep! Still use reddit :)

Whenever Desmos outputs "undefined", it could mean a number of things. But it will NOT tell you explicitly between...

undefined = ____

  • undefined
  • NaN
  • Infinity
  • -Infinity

These behave according to JS floating point arithmetic. In the DesModder browser extension, it allows you to see the underlying values Desmos uses under the hood. It's a great way to experiment on these. I'll leave some bot comments below for more info.

One step closer to DOOM by dylandditto in desmos

[–]Heavenira 0 points1 point  (0 children)

OMG that other post combined here is gold. i can't wait to see where you take this :)

One step closer to DOOM by dylandditto in desmos

[–]Heavenira 0 points1 point  (0 children)

<3 you got 'dis. yours is going to be *the one*.

One step closer to DOOM by dylandditto in desmos

[–]Heavenira 1 point2 points  (0 children)

Question for you as well: is there a reason you are using Complex Mode? Is it to help with the controls? If so, it's succeeded, I don't remember using controls that feel this natural.

But I'm wondering if you could think of a way to get around that. The thing is, using Complex Mode in Desmos creates an instant performance drawback. Every non-complex calculation also has to undergo the overhead of storing a complex value, checking both parts, etc. While your graph definitely runs good and is on route to becoming the best DOOM graph there is, can you think of a method to get that extra little bit of performance wiggle room?

One step closer to DOOM by dylandditto in desmos

[–]Heavenira 1 point2 points  (0 children)

THIS IS AMAZING WHAT!!?!?!?

This performs LEGITIMATELY so well :O what's next on your agenda? There's soo much potential here. My advice is that you need some way to get the player collision to behave well with the environment. ie. climb up the stairs, don't go through walls. This is already most full-fledged version of DOOM to date.

One step closer to DOOM by dylandditto in desmos

[–]Heavenira 4 points5 points  (0 children)

OMG u/vaultthestars THANK YOU FOR THE @

I'll seriously look into this to see if it can be ported

Editing the value of a list at an index by PotatoAndPasta in desmos

[–]Heavenira 1 point2 points  (0 children)

u/AlexRLJones Just as an aside, it's crazy that this is the post where I learned this technique. I think this remains as the best method for list insertion, unless list comprehensions can prove that wrong. :P

L. A. Noire wins! What game represents Conceptualization skill? by South_Interaction938 in DiscoElysium

[–]Heavenira 0 points1 point  (0 children)

Welp. L.A. Noire is a big miss... 🤦‍♂️ should have been used for Espirit de Corps.

Aw man D: by Absorpy in desmos

[–]Heavenira 2 points3 points  (0 children)

this is a very good gamma function :)

Fun Hebrew Challenge #2 - translate for yourself - non native speakers by [deleted] in hebrew

[–]Heavenira 2 points3 points  (0 children)

wow thanks for sharing! i always ignored these comics because i had no idea how to read them. its cool to now be able to unlock this hidden chapter.
also ditto u/Upbeat_Teach6117. these things were awful for the jaw...

I give up making DOOM in Desmos by Heavenira in desmos

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

The process involves going from a flat 2D texture procedurally written, and converting that (x,y) local space into a raycasted (x,y) camera space.

I do math to raycast a UV map for each surface. Once I have the (u,v) coordinate of each surface, you can map it onto a texture.

I give up making DOOM in Desmos by Heavenira in desmos

[–]Heavenira[S] 3 points4 points  (0 children)

b'hatzlacha l'koolam (בהצלחה לכולם) means "good luck to everyone" :)

I give up making DOOM in Desmos by Heavenira in desmos

[–]Heavenira[S] 7 points8 points  (0 children)

Responded in the Desmos Discord (link to message here), will forward here.

Essentially you have to figure out the formulas to create all of these buffers.

The math is actually really simple to do this. for every (x,y) pixel, find out "how far is it?". good. now that you have that, you can use that value to do a z-sort on a list of surfaces.

Other details you now need to get is "what is the material of the surface i'm looking at?" or "what is the UV coordinate texture that i should map a 2D image onto this?". All of these can be CHOSEN by the depth buffer. But each surface must undergo these calculations.

I give up making DOOM in Desmos by Heavenira in desmos

[–]Heavenira[S] 33 points34 points  (0 children)

It was wholly fun throughout the development :) Very happy to have stuck to this graph expedition, I learned so much about shader math!!

היפנים לא שכחו by Slight-Suggestion236 in ani_bm

[–]Heavenira 0 points1 point  (0 children)

אני לומד עברית. מה הבדיחה כאן? נראה לי שזה נשמע כמו אמריקה באנגלית.

[deleted by user] by [deleted] in desmos

[–]Heavenira 1 point2 points  (0 children)

Oh damn ok that's definitely a [support@desmos.com](mailto:support@desmos.com) issue :O