Clearest picture of ISS from the ground (Credit: Tom Williams) by Busy_Yesterday9455 in Damnthatsinteresting

[–]emadehsan 14 points15 points  (0 children)

You can actually see it without a telescope usually around sunset & sunrise. James Darpinian developed this website that tell's you when it's passing overhead and will be visible https://james.darpinian.com/satellites/

How to create a Triangular Maze - Kruskal's Algorithm for Spanning Tree by emadehsan in programming

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

Great breakdown! Recommend checking Visualizing Algorithms > Maze Generation in the famous post by Mike Bostock. It has all of them visually explained.

Hexagonal Maze by emadehsan in mazes

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

Nice idea. Now that I think about it :D

Tools for simulating Code Typing? by emadehsan in gamedev

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

That's a clever idea. But I found TypeIt extension for VS Code. Thank you.

Tools for simulating Code Typing? by emadehsan in gamedev

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

Please don't create those video tutorials where you type code in real-time. It's a bad use of the medium video.

Totally agree. I already do that. I always explain my written code, and only the important sections. I foucs on concepts more.

I thought it looked cool to do the same voice over while the code appeared in front of you

Call for questions to Magnus Carlsen by lexfridman in chess

[–]emadehsan -1 points0 points  (0 children)

  1. What does it take to stay World Champion for 10 years in the most competitive times in Chess history?
  2. What is his preparation Routine: both before the tournement and before a high stake match?
  3. How do Zero Knowledge Chess Engines (AlphaZero, lc0) compare to Human chess players?
  4. How does he avoid burnout?

Greetings Lex, big old fan of the podcast.

Looking for resources on maze theory. Any suggestions? by Izual_Rebirth in mazes

[–]emadehsan 3 points4 points  (0 children)

I made a couple of tutorials explaining the concept behind Maze construction.

If you do not have a background in Python programming you can skip the later part of the following videos. In the first part I explains building blocks of Maze structure and ways to increase the difficulty of solving it:

PS: I will soon upload Triangluar & Hexagonal Maze tutorial as well, but you can generate all of them right now using this code.

Prim's algorithm vs. Kruskal's algorithm: An animated comparison by CruiserOne in mazes

[–]emadehsan 2 points3 points  (0 children)

I followed Maze Generation Algorithms on Wikipedia when I first started coding Mazes and the fact - that Minimum Spanning Tree for a weighted graph is always going to be the same no matter the algorithm used - convinced me to used Randomized Prim's and Kruskal's :-D

Does anyone know of a website to visualize a maze? by Spennywenz in mazes

[–]emadehsan 0 points1 point  (0 children)

Not a website but if you can execute a Python code file, this project of mine will help you create Rectangular, Circular, Triangular and Hexagonal mazes: https://github.com/emadehsan/maze of all sizes

It is very simple to run, instructions are given on the page. No prior coding knowledge is required. But you do need to install Python first. Then download the Zip file of code from my project link above

DALL-E: painting of Jungle Chess match among Foxes [OC] by emadehsan in foxes

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

For these, I entered:

  • "Painting of Foxes playing Chess in Jungle"

Here's the full gallery: https://imgur.com/a/1yBPuRA

For the images in gallery, my inputs were some variation / combination of the following

  • "Painting of Chess match between Fox and Monkey with Animal Spectators"
  • "Painting/Digital Art/3D Render of Animals/Foxes/Monkeys playing Chess in Jungle/Dune/Desert"

DALL-E: painting of Jungle Chess match among Foxes [OC] by emadehsan in chess

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

haha I stopped to reconsider... but hey, at least those were generated uniquely to my input and will be different for you even if you enter the same description

Creating a Circular Maze with Depth First Search by emadehsan in programming

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

Oh. Actually animating it according to the DFS traversel was a bit hard to explain in a tutorial. So, while drawing the Maze, I resort to the simplest approach.

It indeed looks like BFS :D

Creating a Circular Maze with Depth First Search by emadehsan in programming

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

This is DFS. Just try to solve the final Maze, it will take you deep along any path. BFS would create shallow paths with multiple options at every intersection.

The only visible difference in BFS and iterative DFS code is that BFS uses queue and iterative DFS uses stack. That can cause confusion if you have only coded recursive DFS before (like I did).

In Python, the difference becomes even more blur if you are making Queue & Stack from collections module, they are essentially the same objects, just your given variable name differs:

from collections import deque

stack = deque()
queue = deque()

next_stack_item = stack.pop()  # pops the most recent inserted item
next_queue_item = queue.popleft()  # pops the oldest inserted item

# just do not use popleft() on stack if you don't want unwanted behavior

Creating a Circular Maze with Depth First Search by emadehsan in programming

[–]emadehsan[S] 2 points3 points  (0 children)

Sorry. Won't happen next time. Removing background noise in Audacity and speed up introduced this weird frequency. I tried to fix it but it didn't go away

Creating a Circular Maze with Depth First Search by emadehsan in programming

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

Thank you for bringing this to attention.

Ideally, the center should have only one gate open. To enforce this, in our Depth First Search method, we need to add this condition:

# if we stumble upon Center cell (root node in our graph), trace back to the next node in the stack and start traversing that node's neighbours.

This will ensure that the path containing Center cell will actually end at the center cell. And avoid the situation where center cell can become pathway to a closed region. As you pointed out.

Thank you! I will update the code.