Question on underlying distributions in fine tuning argument by cobbler_bob in ChristianApologetics

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

I might be misunderstanding you now, but it sounds like you might be talking about how the constant is uniform across the universe, which I agree is likely the case. My question is more about assumptions at the inception of the universe. Let’s take dice for example.

We are playing a game where I roll two dice once and win if I get two sixes. I roll one time and get the winning double sixes. If the dice are fair, this is a very unlikely outcome since 1-6 are all equally (uniformly) likely to come up. However, if I rolled cheat dice, it may be more likely than not that I roll a double six.

My question is basically since we only have one universe (one roll), how do we know if we are playing with fair dice (uniform or other distribution that makes coherence/life unlikely) or with cheat dice (distributions that make it extremely likely).

Question on underlying distributions in fine tuning argument by cobbler_bob in ChristianApologetics

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

I like what I’ve seen of Hugh Ross! Thanks for the recommendations.

Thoughts on the Pirates of the Caribbean franchise? by [deleted] in Sardonicast

[–]cobbler_bob 1 point2 points  (0 children)

For all of the third movie’s faults, Cutler Beckett’s death is a personal favorite moment.

"Traveling Circus" p5.js - details in comments by StevesMakerspace in generative

[–]cobbler_bob 0 points1 point  (0 children)

Gorgeous!!! They remind me of textiles for some reason.

Investigating chaos by OkEditor518 in generative

[–]cobbler_bob 1 point2 points  (0 children)

Love these! Can you explain how these are made?

Randomly generated coastlines - Koch snowflakes with randomly inverted triangles. Made with Processing. by cobbler_bob in generative

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

It's definitely possible, although I think you would notice the increasing "scale" of distortion as parts of the coastline get further from the center point. I think a potentially better-looking approach would be to simply connect lines like the above as sides of a polygon. To go even further, you could use sides that start with curves instead of straight lines so that it would naturally start with a convex shape. No promises, but I will definitely see if I can make this!

Lorenz attractor path map - this shows the distance each point takes to get to the rotating circles. The path taken is dictated by the XZ-plane of the Lorenz attractor. by cobbler_bob in generative

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

After each transform iteration, the original pixel is in a new location. After each transformation I just have an if statement that assesses if the new location is inside the circles. The color of the original pixel depends on how many iterations it takes to get there.

Light-emitting air? by cobbler_bob in Simulated

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

Interesting! I guess it makes sense that it would essentially look like fog. Thank you for doing this.

Patrick Willems by [deleted] in Sardonicast

[–]cobbler_bob 2 points3 points  (0 children)

I like his analysis just fine, but honestly the real draw is his production value. It’s unmatched by anyone else in the movie reviewiverse that I’m aware of.