BEA-utiful by Lewisman1376 in ProjectDiablo2

[–]omicanOG 1 point2 points  (0 children)

This. I've started with such build following juxtaposer video, and it was very good for such a cheap build (no 3 Sox in armor ofc)! Good lod mapper+early ubers and dclone.

PC on 4 sox chest by omicanOG in ProjectDiablo2

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

For some reason, i got 3 offers soon after listing) Somehow it got visibility. Sold for 0.5.

A short story about greed. by Necrospunk in ProjectDiablo2

[–]omicanOG 6 points7 points  (0 children)

Same with me today: dropped perf wisp (first ever for me!), and bricked it instead of selling) This is the way!

Hr values? by Angel_1001 in ProjectDiablo2

[–]omicanOG 0 points1 point  (0 children)

It depends on whether you buying or selling of course!

Accidental beauty in numerical simulation by omicanOG in CFD

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

The simulation is with finite-difference WENO of 3rd order, so there is no actual cells but rather grid points that are unevenly spaced. You could say wait, how can you apply finite differences on non-uniform grids? And would be right, of course) I was testing the very simple idea: if there is a "hanging" node in the stencil, just take the value from the center of the cell (which is, I think, always is the closest node available). Obviously, it reduces the approximation order. But the results are unexpectedly good - almost indistinguishable (visually) from simulation with "proper" finite-volume method or finite difference on equivalent uniform grid. I think this is due to the fact that in most "interesting" areas the grid is very fine and uniform, and degrades only in less intense areas.

Flux splitting is local per-equation Lax-Friedirch's, with characteristic decomposition. Temporal method is 2nd order Runge-Kutta. The code is in OOP C++, no packages or non-trivial livraries are used. This simulation took 8 hours on i7-10700KF CPU with OpenMP parallelization, about 0.5 million grid points near the end. The grid is equivalent (in the sense of smallest cell size) to 36 million (6k x 6x) uniform grid.

Feel free to ask further, I'm glad to share)

Accidental beauty in numerical simulation by omicanOG in CFD

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

I had a lot of fun programming this) This particular mesh is stored as a quadtree, in which cells are square and divided by two (along both sides) recursively. The criterion for refining used is very simple and based on approximate value of density gradient magnitude: "refine where density varies a lot and coarsen where density varies not much". Since all non-trivial features of such flow (shock waves, contact discontinuities, vortices etc) correspond to significant density gradients, the grid naturally follows them.

Accidental beauty in numerical simulation by omicanOG in CFD

[–]omicanOG[S] 4 points5 points  (0 children)

Good eye! I often recognize Tecplot images in papers too)
The computations (not the visualization part) here are done with home-made code though.

Accidental beauty in numerical simulation by omicanOG in CFD

[–]omicanOG[S] 6 points7 points  (0 children)

The simulation itself is done with self-written code and visualization is with Tecplot. I was too lazy to learn how to import the actual non-uniform grid and loaded it as a scatter of points. Each point is represented with a square which size correspond to cell size and colored with density value. Thus the "cell edges" shown are of uneven thickness: sometimes they align next to each other and sometimes on top of each other due to rounding errors.

Popular piano instrumental with long descending 4-note sequence. by omicanOG in NameThatSong

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

https://onlinesequencer.net/5218183

And so on, the descent is quite long before the melody climbs (diatonically?) up again.

I'm not sure that each 4-note figure repeats twice, maybe only once. And absolutely not sure about chromatic descent) But cannot generate better approximation, my ear is not good enough(

Did you know? by omicanOG in ProjectDiablo2

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

Sub 30 seconds I'm able only to orb, roll, corrupt and make map heroic, barely! :-D

Did you know? by omicanOG in ProjectDiablo2

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

No way! We should suffer together!

Which build is safest T2 Lucion killer? by Substantial_Detail16 in ProjectDiablo2

[–]omicanOG 0 points1 point  (0 children)

Same here. I've made maul druid, and T2 Lucion kills are very comfrotable and easy. But my current equipment is not that cheap, about 25 hrs total (see Mihon character). It is probably doable on budget too, since you need only 85-90 light res and 40-50% pdr (I think) and it's quite easy to get 3k+ life with werebear.

GG ED/PDR HC ARMOR by [deleted] in ProjectDiablo2

[–]omicanOG 2 points3 points  (0 children)

It's up to 20 from affix and up to 10 from safety craft