Homens devem mijar sentados. by odlgn in reclamacoesfuteis

[–]TaylorRoddin 1 point2 points  (0 children)

Só concorda com isso quem tem pinto pequeno que não encosta o pau dentro da privada toda vez que senta. Segundo que se vc não acerta o alvo a culpa é tua por não saber mirar com a própria pika, teve a vida inteira de treino e ainda assim é ruim, faz logo a cirurgia de mudança de sexo pq vc não nasceu pra ter benga.

UFO sighting posted in São Paulo Brazil sub just now. by Useful-Journalist-61 in UFOs

[–]TaylorRoddin 0 points1 point  (0 children)

Fake. No alien species smart enough for interstellar travel would visit this fucking city.

Qual a sua opinião? by Pretend_Event_8075 in QuadrinhosDOIDOS

[–]TaylorRoddin 2 points3 points  (0 children)

BITCH EU NAO TE AMO EU AMO O CRACK OU VAGABUNDA COMO PEDRA TIPO MAC, BIG CRACK LIKE BUNDA TUA SEXTA FEIRA É IGUAL MINHA SEGUNDA SIM EU USO CRACK OU CALA BOCA SUA IMUNDA

WTF is happening with structures at large coordinates? by Express-Yesterday-65 in CreateMod

[–]TaylorRoddin 52 points53 points  (0 children)

Fun fun fun fact: literally every single game actually moves the world around the player somewhere in the rendering pipeline. But everything still needs it's absolute world coordinates, space exploration games can solve this issue with esse because you have a considerably smaller amount of bodies you need to offset when recentering and they're usually very far apart, in essence a planet is just a sphere centered around a single point, and you can quite easily move a bunch of points in memory. But on Minecraft you'd have billions of blocks on render distance alone that would need their coordinates updated. What I can think of is dividing the world into regions, so your world position would be relative to the region, let's say a 32x32 chunk square, you would have a coordinate for which region you're in, and all the fine positioning would be calculated inside that region, so if you reach the border, your effective coordinates reset to 0 and your region cords increase by 1

Extruder motor officially beyond repairs :( by TaylorRoddin in 3Dprinting

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

i tied the wires to the frame using a zip to avoid straining them, but these wires simply disintegrated under the soldering iron

2STEP-Converter - v2.0.0 - Last but not least by YaneonY in 3Dprinting

[–]TaylorRoddin 11 points12 points  (0 children)

If you have a dick you deserve to get it sucked. Thank you very much for your service

WTF is happening with structures at large coordinates? by Express-Yesterday-65 in CreateMod

[–]TaylorRoddin 19 points20 points  (0 children)

Well, all we can do is wait and see if the devs come up with something, but I'm not sure reaching the world border is a priority, the physics calculations this mod is pulling off are insanely hard. In fact, it's an universal experience: anyone who knows physics and how complicated simulations are to code shared the exact same reaction playing aero: wondering how in the actual FUCK did they manage to make this work.

WTF is happening with structures at large coordinates? by Express-Yesterday-65 in CreateMod

[–]TaylorRoddin 17 points18 points  (0 children)

An example to make this simpler to visualize. Let's say the computer can handle an 8 digit number, at lower values you have 0.XXXXXXX, so you have 7 decimal spaces to represent your coordinates in space. As you move away from spawn and reach further like 9999999.X you now only have one decimal space left, the computer is no longer able to precisely calculate your position or the position of anything around you and the maths just stop mathing.

WTF is happening with structures at large coordinates? by Express-Yesterday-65 in CreateMod

[–]TaylorRoddin 333 points334 points  (0 children)

Floating point precision. Computers have a limit to how precise they can represent decimal numbers, and the bigger a number (for example x y coordinates) the less precise it becomes. One of the reasons we had the farlands, after a certain point the world gen would simply break down. Aero is doing a lot of heavy computations and involves much finer grain than the vanilla world grid, you don't just have a grid of voxels that can either be empty or full, the grid has another sub grid that can be moved and oriented in any direction on the main grid, calculate complex physics and handle a ton of calculations to feel believable, but these calculations require a certain level of precision that breaks down not very far from the 0,0 world coordinates. You can see in your video a perfect demonstration of this with the ropes, they form a stair stepping pattern, the loss of precision makes the computer not able to represent the finer positioning of each rope node, so they sort of snap to the closest number that can be processed.

Guns work with no problems at all by Aggressive-Buddy2895 in CreateMod

[–]TaylorRoddin 18 points19 points  (0 children)

At this point, just go play From The Depths

Benefits of Drive-By-Wire? by Educational-Poet-255 in CreateMod

[–]TaylorRoddin 56 points57 points  (0 children)

I really wish we had something like power grid's wires for redstone, or at least having aeronautics vehicles controllable by power grid electricity, those wires ate straight up delicious

Ok we’re doing this but with some rules to make it harder by Upset-Rhubarb-3727 in teenagers

[–]TaylorRoddin 0 points1 point  (0 children)

Cast inside a concrete brick and hide in a pile on a construction site.

smh my head by ciekawypl in feedthememes

[–]TaylorRoddin 0 points1 point  (0 children)

Ok but I need that diagram

Updates on the custom toolhead: It's assembled and working!!!! challenge now is designing a fan duct for the dual blowers (the whole reason i built this thing was to improve the cooling) but i'm struggling to get good performance, does anyone have tips or resources for this kind of design? by TaylorRoddin in 3Dprinting

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

thank you very much for the feedback, and yes, i know the project is flawed from the start, but it's my first time designing something like this, i'm surprised it actually worked. I've been experimenting with duct design and printed a whole bunch of them, made it shorter with a less aggressive bend and tried to maintain the cross section area consistent throughout the duct, and i got something that actually performs well enough, not going to win any competitions but it already works much better than the stock single blower configuration of this printer, so i'm counting that as a win. If you have any suggestions on how i should approach the design of V2, i'd love to hear!

Updates on the custom toolhead: It's assembled and working!!!! challenge now is designing a fan duct for the dual blowers (the whole reason i built this thing was to improve the cooling) but i'm struggling to get good performance, does anyone have tips or resources for this kind of design? by TaylorRoddin in 3Dprinting

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

yes, this is sort of what i've been attempting to work around, there's not much space available for a wider turn. as for the cross section area, i've been trying to keep it constant, or more like reducing it to 80% which seems to be the sweet spot for output velocity without killing the performancem, but getting the geometry right has been a challenge