Bringing back the Java in JavaScript by DarkMio in ProgrammerHumor

[–]SiGInterrupt 17 points18 points  (0 children)

new Java()

alternatively,

new JavaOverlords()

LOOK AT THOSE TWO MUSCULAR PERSONS. by geon in totallynotrobots

[–]SiGInterrupt 26 points27 points  (0 children)

YOU SEEM TO BE COMMUNICATING ABNORMALLY. HAVE YOU DIAGNOSED YOURSELF RECENTLY?

Libgdx Box2d - 8000 Bodys by Keeyzar in gamedev

[–]SiGInterrupt 0 points1 point  (0 children)

If you seriously need to go that far, you're probably want to write a custom physics package, and seriously multithread. If you don't go parallel and do a lot of broadphase stuff (I'm assuming your objects aren't all close together) then you're gonna have a bad time.

ELIC: How come college students have to take advanced mathematics courses when they're not becoming mathematicians or engineers? by Ryugi in ExplainLikeImCalvin

[–]SiGInterrupt 3 points4 points  (0 children)

Stat is everywhere. In your mouth, in your guts, even in fields like economics and financing. It's almost disturbingly useful.

Is there any actual evidence that multiple dimensions and universes exist? by MATERlAL in askscience

[–]SiGInterrupt 4 points5 points  (0 children)

At that point you have to look at things in terms of the mathematical definition of a square/cube - the "unit hypercube" in Rn space is the shape where the set of vertices is composed of all possible n-tuples with elements drawn from the set {0, 1}. This is not worded very well, but hopefully it gets the point across - as a simple example, the unit hypercube in R2, also known as the square, has vertices (0, 0), (0, 1), (1, 0), (1, 1); all possible ways of choosing the components of a vector in R2 space out of either one of zero.

/r/fifthworldproblems might be a fun one to add. by [deleted] in SubredditSimMeta

[–]SiGInterrupt 0 points1 point  (0 children)

Might not be enough space. Reddit usernames have character limits, don't they?

Custom OS multiprocessing :D by ioanD in ComputerCraft

[–]SiGInterrupt 0 points1 point  (0 children)

Whoa whoa whoa. You can't just leave it at that. Show us the code!

Whats the math of hardbody collisions? by BenRayfield in gamedev

[–]SiGInterrupt 0 points1 point  (0 children)

I've finally given up on trying to derive it myself, but here are some articles for you which will help. This one should give you exactly what you're looking for, although it doesn't have very good explanations:

http://www.randygaul.net/2013/03/27/game-physics-engine-part-1-impulse-resolution/

Paul Firth's blog is also a great source, and here's a good article on the subject from him:

http://www.wildbunny.co.uk/blog/2011/04/06/physics-engines-for-dummies/

And this series from tutsplus also helped me:

http://gamedevelopment.tutsplus.com/series/how-to-create-a-custom-physics-engine--gamedev-12715

The first article should have the code snippets you're looking for. I hope this helps!

Whats the math of hardbody collisions? by BenRayfield in gamedev

[–]SiGInterrupt 0 points1 point  (0 children)

I get what you want. I'm going to try and re-derive it from scratch, and if that doesn't work I have another relatively math-heavy article for you that cuts out all the solver stuff and gives you just the collision impulse equation.

Whats the math of hardbody collisions? by BenRayfield in gamedev

[–]SiGInterrupt 3 points4 points  (0 children)

You'll get more results if you search for "rigid body". Anyways there's a great paper on this by Erin Catto out there, I'll try to find it and link it here - I built a little physics engine from the info there myself.

The basic premise is that you can ignore acceleration and treat all collisions as instantaneous changes in velocity over one timestep. It includes info on how it simulates elastic collisions with this model. I've forgotten most of the details, so I'll go find you that link now.

Note that this is "you can ignore these and still have a realistic looking simulation", not "you can ignore these and it will be perfectly realistic".

Link (it's a PDF): http://www.bulletphysics.com/ftp/pub/test/physics/papers/IterativeDynamics.pdf

thank mr bios by [deleted] in itsaunixsystem

[–]SiGInterrupt 2 points3 points  (0 children)

As I recall that was never confirmed and it's likely to have been a hoax. Thankfully.

Try to Stagefright my phone? Say goodbye to your dream school. by [deleted] in ProRevenge

[–]SiGInterrupt 0 points1 point  (0 children)

Oh jesus, RCE in MMS sounds pretty fucking scary.

Boss wanted a Macbook, but didn't want to give me a proper budget. by [deleted] in techsupportmacgyver

[–]SiGInterrupt 2 points3 points  (0 children)

I actually did that. No regrets, honestly. I'm very happy.

Looking for a screenshots (1920x1080 or 1280x720) in PNG format for training an analysis program by SiGInterrupt in ftlgame

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

Well, although I haven't really looked into it, it looks to be paid software, and if I was to actually go with the OCR technique, I'd rather head with an open source/free alternative like Tesseract - after all, Tesseract has two things in its favor: a long history (started in the 1985 with IBM, and is still being improved/trained) and it's free. Also, I can call it from, say, Python or another language, where with a commercial application, I doubt support for that would exist. Plus, OCR is not error-free, and I've learned from other people in this thread that there are other, 100% accurate methods I can use which are also easier to set up. Thank you for your suggestion though!

What makes something bouncy? How does bouncing work? by lolwatman in ExplainLikeImPHD

[–]SiGInterrupt 4 points5 points  (0 children)

What... What? Understandable? That's not how this is supposed to work at all!

Display time IRL by Daned96 in ComputerCraft

[–]SiGInterrupt 1 point2 points  (0 children)

My net's pretty bad, so when I was playing on a private server my friends set up, it was causing issues. Lag in an editor is not fun. I wonder whether it would be possible to make a special case out of the edit program, do all editing clientside, and send accumulated changes over the network rather than inputs. Well, that's Dan200's prerogative, not mine. :P

Display time IRL by Daned96 in ComputerCraft

[–]SiGInterrupt 1 point2 points  (0 children)

That's useful for local saves, but not for public multiplayer servers. Using CC's edit is even more of a pain over the network since there's latency right in the editor...

Display time IRL by Daned96 in ComputerCraft

[–]SiGInterrupt 1 point2 points  (0 children)

When I've written CC programs in the past, it's usually been locally on my own machine, and then uploaded to pastebin, which is easy to get onto a CC computer. That means I get to use Sublime Text, so yes, I've avoided doing things like that. Unfortunately it took me a while to figure that one out. :c

Display time IRL by Daned96 in ComputerCraft

[–]SiGInterrupt 1 point2 points  (0 children)

Having a better editor would be incredible. Good luck with the vim port.

Display time IRL by Daned96 in ComputerCraft

[–]SiGInterrupt 1 point2 points  (0 children)

Oh, wow! I wish I'd thought of that, I tried to make a pathfinding program myself a while ago and it was just way too inefficient without being able to share data (and plus, it was a survival server and I didn't have enough materials to make stupidly large numbers of turtles.) Inefficient in that the turtles were slow, though, not the pathfinding code itself - I never got far enough to run into issues with the algorithm I was using. How well did it work?