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beaumayns
searching Neon…
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1.
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by
beaumayns
5mo ago
q has the concept of amend, which is similar: https://code.kx.com/q4m3/6_Functions/#683-general-form-of-fu... It's quite handy, though the syntax for it is rather clunky compared to the rest of the language i
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by
beaumayns
10mo ago
Very cool! I made a similar thing[1], but I didn't put as much attention on the controls or the camera concept. I had hoped to gain some intuitive understanding of 4D space, but in the end I did not succeed. How did you do collision de
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by
beaumayns
3y ago
For a pretty good explanation of the algorithm, check this out: https://caseymuratori.com/blog_0003 Consider also the minkowski portal refinement algorithm: http://xenocollide.snethen.com/mpr2d.html . Simil
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by
beaumayns
3y ago
Also shameless self promotion - if you're interested in 4D collision detection (and rendering, and rigid body physics), I've made a semi-tutorial-style repo here: https://github.com/beaumayns/box4d Not nearly
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beaumayns
3y ago
+1 to these books - they have some really interesting worldbuilding. Even the later books have some good parts (quite a good Moria-like sequence, some more exposition on the current state of the insane remnants of Cunuroi society), but they
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Show HN: Box4D – 4D physics demo using Rust and wgpu
(github.com)
4 points
by
beaumayns
4y ago
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0 comments
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by
beaumayns
4y ago
This is what I do too, including hacking PuTTY to support it. I offered the patch upstream, but it seems they were not interested due to security concerns (even having it off by default). Fair enough, I suppose, but a man can dream...
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by
beaumayns
5y ago
This is the explanation that made it click for me, although in my experience it seems like he's wrong about being able to rule out the need for doing certain checks when you already "know" the origin is not in that section du
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by
beaumayns
5y ago
Another nice thing about this one is that in the case where the objects intersect, you can just keep iterating mostly the same algorithm to get the intersection points, rather than needing to use Expanding Polytope as with GJK.
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by
beaumayns
5y ago
This is pretty cool. I've had thoughts (or dreams, more accurately :) of a language like this every time I get a runtime 'type error in q. I gotta say, I prefer q's syntax, though :)
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by
beaumayns
6y ago
I had to figure this out recently, a couple things that really helped me are Erin Catto's GDC lectures (particularly [1]) and Allen Chou's game physics articles [2]. I think of a Jacobian as a way to transform the velocities from
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by
beaumayns
6y ago
I'm curious, in what way was your conception wrong? Sounds like it could still be interesting.
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beaumayns
6y ago
Yeah, I've mostly ignored it so far as well. I did get Dual Contouring working on 4D signed distance fields, but the resulting meshes are kind of janky. My thoughts are to eventually get boolean operations working on arbitrary tetrahed
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beaumayns
6y ago
I've been working towards making something like a 4D Descent, but I keep getting sidetracked by problems like 4D physics, collision detection, and mainly how to model interesting 4D objects. What Marc's done with Miegakure, from w
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beaumayns
8y ago
Unlikely due to how they're implemented, or their semantics?
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beaumayns
8y ago
I was hoping we'd finally get proper lexical scope in this version of K. Alas, seems to not be the case.
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beaumayns
8y ago
I'd love to know the math behind the physics engine, particularly angular momentum. Planar rotations are weird in 4d.
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beaumayns
9y ago
I mostly love K/Q, and recently rearranged my career to do more of it. There are some things to be aware of, though: * If your code doesn't spend most of its time in primitive verbs operating on large vectors, it's gonna be m
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beaumayns
9y ago
kdb also allows you to do much more than SQL, since a select is more or less just syntactic sugar for a certain set of operations on columns as arrays. The full language is available in the context of the query, or you could just treat your
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by
beaumayns
10y ago
This is in fact the approach taken in the k language: http://code.kx.com/wiki/Reference/Bar http://code.kx.com/wiki/Reference/Ampersand