• Content count

  • Joined

  • Last visited

Community Reputation

25 Pahn Kahl

1 Follower

About CrypticSpren

  • Birthday May 12

Contact Methods

  • Website URL
  • AIM
    To listen to lies

Profile Information

  • Gender
  • Location

Recent Profile Visitors

207 profile views
  1. Rithmatist actually was intended to be Cosmere for quite a while. In older versions Kinda sad it isn’t Cosmere… it would probably be a lot more popular if it did, so maybe we’d get more answers about the magic system.
  2. @Thaidakar the Ghostblood how could you say that clearly The Rithmatist is the best (almost a) Cosmere novel
  3. Agreed that Lirin has some serious issues... I lost all my respect for him when his "inherited" spheres were revealed to not really be that. I do think that he can be redeemed though Also with regards to waves, I know that allomantic pulses and [ROW] exist but not anything about them; I was referring to the fact I keep spamming the Rithmatics forum with line of vigor stuff Also yay for hemalurgic cookies!
  4. Welcome to the Shard! Nice to see a fellow appreciator of sine waves (I'm assuming by your profile picture) who's approaching a complete readthrough of the Cosmere. Who's your favorite Cosmere character?
  5. My last book was Elantris too; I still have White Sand and Dawnshard to go through though. Welcome!
  6. So, I'm reworking lines of vigor and it seems like I was probably wrong about this post... The way that I implemented lines of vigor when I made my original post here worked as follows: OLD VERSION: When a line of vigor impacts a line of forbiddance, a sine wave of equal amplitude with its axis through the point of impact is generated. That ends up looking like red reflection (in LOV_bad.png). Notice the gap between the axis lines of the shot and reflected lines of vigor. I originally thought this was actually how Lines of Vigor are work: just take a look at how far behind the lines of forbiddance the axis lines intersect in the book illustrations! However, if Lines of Vigor are supposed to function similar to light waves, this really shouldn't be the case. Just look at the image from the actual physics site image shown. The way that lines of vigor, shown in LOV_good.png, should actually function is as follows: NEW VERSION: When a line of vigor impacts a line of forbiddance, a sine wave of equal amplitude with its axis intersecting the original line of vigor's axis along the line of forbiddance hit is generated. This may not seem like a big deal, but there are some fairly significant consequences of this change. In most scenarios, the displacement caused by the old version is not all that significant. However, when a line of vigor has a significant enough amplitude and/or is close enough to parallel to a line of forbiddance that it hits, this displacement adds up, creating the skipping effect in the GIF in the original post. With the new version, parallel shots should instead ricochet back and forth between the same two spots, thus unloading all its energy in the same localized area. Thus, nearly-parallel lines of vigor actually may function as a fun line of forbiddance destruction technique, just not in the way that was originally expected! It probably doesn't have any actual use though, since getting the right angle to land it would be ludicrously difficult in most circumstances, and the size of the line of vigor would have to be massive to hit somewhere in the middle (as opposed to the tip) of a line of forbiddance... Also noteworthy, shots close to but not quite parallel and with a large enough amplitude to multi-hit a line of vigor will ricochet back and forth in the same area for a little while before either shooting outwards in roughly the direction it should on a single hit (on an odd number of bounces) or return directly back to the sender along the path it came (on an odd number of hits). I don't have a good image because desmos is hard, but I kinda did half of one in riccochet.png... Just trust me that the end result will shoot outwards along one of the pale blue lines. Perhaps most interesting, shots that hook around a line of forbiddance (see hookshot.png) will guaranteed double hit and return to sender on the path it came. This is actually a pretty interesting result, as it creates a potentially actually viable rithmatic technique. If a rithmatist draws a line of forbiddance to force a line of vigor to be a hookshot, it would send back the line of vigor on a more precise path and not box in the rithmatist as much! Sorry for thread necromancy, but I felt the need to share!
  7. For anybody who's been following the Rithmatics simulator - it is still a thing that is happening, I just kind of got burned out for a little bit and took a long break from it. School starts next week so it's probably going to be on the backburner then, but I'm going to try to grind out some progress this week.

    I doubt I'll be able to get up bind points as I hoped to do, since it looks like I have to do some major reworking of lines of vigor, but hopefully by the end of the week I'll have a new version of Rithmatics completely transferred out of C# and non-glitchy!

    Thank you to anyone who is reading this!

  8. I'm not sure if the in-world writer of the entry would be aware enough to come upon this conclusion if it were the case, but I feel like it would make sense if the conch canin were given its sentience by a specific type of spren of cultivation that resides within its gemheart. This would be fitting with the worldbuilding of Roshar, as it is implied that Ryshadium gain their sentience in such a manner. If so, you could explain the conch canin's fear of highstorms to be the fear of losing its bond with its spren in the same way that the Parshendi change their forms when inside a highstorm. Perhaps a bond with a logicspren gives a conch canin sapience, but being taken by a windspren brings a conch canin to a feral state. If such were the case, then a conch canin, wanting to keep its sentience, would shelter from highstorms to keep its logicspren. With this logic, you could then write something about the recent discovery of conch canins found dead on the street, completely intact, except for a small incision where there would otherwise be a gemheart - too small to soulcast more than a few grains of rice, only the size of a clip. Taken by either a sadist like Nan Balat ... or perhaps someone seeking the secrets behind the sentience that the spren inside can provide. Just a suggestion.
  9. Welcome! Getting through the Cosmere in 9 months is an impressive feat. This is indeed the place where the geniuses that come up with realmatic theories congregate, so you'll fit right in.
  10. You definitely have some cool stuff that I don't! The stochastic drawing and chalk texture probably make your version feel like drawing with chalk. I just have drawing a white line with the mouse. I'm sure you have some other things as well that I just don't see because the godot project doesn't actually run. It probably sounds like I'm a lot further along than I am. I have line interactions but they're super janky. This is also my first project in godot, so it's a learning process for me as well. Right now the way that segments of lines of warding and forbiddance work is hot garbage and needs to be completely rewritten. Also I used a kinematic body instead of a raycast for lines of vigor for some reason which is just really stupid. So that needs to get changed too. I'm not particularly good at programming, but I enjoy it. I'm fairly decent at math (I have some familiarity with vector calculus) though I'm certainly not a pro. And I haven't studied geometry since 8th grade, so I'm definitely going to struggle when nine-point ellipses enter the mix (if we get there). I'm happy to write up whatever math equations I do come up with though! As for lines of making, I think the BYU version had a really good take (look at this Getting bind points to work is the first priority in my mind though, since it's the primarily the pretty defenses that makes Rithmatics appeal to me. I made a separate post with the github link, but I'll post it again here for convenience If you open up a godot mono project and pop in the main folder everything should work.
  11. I'm making the current version of Rithmatics simulator public! It's very much incomplete: there aren't any lines of making or bind points at all right now. But in the interest of making it easier for @smartycope and/or other programmers to access the code I'm just pushing the whole thing out. This project is made using Godot Mono. If anyone wants to look at the code, copy the main folder and put into res:// in a godot mono project. If anyone wants to contribute to the code, contact me for an GitHub API key. If anyone just wants to test it out for kicks, open the executable folder and run the .exe. Draw with the mouse to draw rithmatic lines. Space to pause. D to activate debug mode (line errors show in the top left corner). Things are quite messy behind the scenes, so y'all probably won't see any observable developments in the near future while I clean stuff up (sorry to whomever I promised bind points at the end of the month to). But progress is being made. Also mods I wasn't sure if this should go in the Rithmatist thread or in the fan works thread. I figured most people in Fan Works probably don't care about non-cosmere happenings so I posted here. Sorry in advance if that was the wrong choice.
  12. That's awesome to hear! Super funny that you're porting to Godot. I do think that you had the right idea with writing from scratch with C++ being the ideal way to work with Rithmatics, since the wacky way that rithmatic things work makes typical collision detection algorithms a little bit weird to use. But understanding collision detection is difficult so I think taking the baby step of having a pretty decent but inefficient proof of concept in Godot is the best option, at least for me, towards the end goal of chalk starcraft on a tablet. We should still be able to share stuff even if you're using GDScript, since Godot Mono is able to handle scripts that have both. I'll get a github and make a repo (yes I know, I want to learn how to program and don't even know how to use github, it's kinda pathetic). I actually started my Rithmatic journey in python since pygame makes it so easy to create a window and python is an easy language to use, but I pretty quickly figured out that handling physics was really unfriendly... I made the jump to Godot and GDScript after a week or so of not making good progress with python. I really like GDScript too; it's really great for writing short scripts fast and navigating around the scene tree. I definitely want to do UI stuff in GDScript. However, having static typing, interfaces, and the ability to extend your own classes make C# a much better choice for dealing with Rithmatic lines in my mind. So much so that I actually ported over everything to C# after I had gotten to a good place with all of my detection algorithms in GDScript. The class extension thing really seals the deal in my mind. The central line of warding of a Rithmatic defense and reflected lines of vigor are going to have to have different properties than their typical drawn counterparts (namely that central lines end a duel when they're breached, and reflected lines are formed one point at a time) so being able to have them be different classes that extend the same base class is really really nice. I also like the idea of being able to have "perfect" rithmatic lines that could be made in a theory editor that would be initialized differently as well. Crunchy Stuff My code is basically all uncommented, so I'll try to explain where I'm at right now at a broad overview level. Drawing lines with the mouse feels really good and is basically in its final form. I use this spline interpolation algorithm and Godot's Curve2D in order to make smooth looking curves with evenly spaced points. I might adjust the spline handle detection in a manner to make perfectly drawn circles to really be perfect, but that's really only going to really have a significant impact for circles that are either too small to be actually useful or drawn at totally inhuman speeds, so I probably just won't. Line of warding detection is almost good, but you're currently able to get away with drawing double circles in a single stroke to get a doubly strong line of warding. It's not a very hard fix and I'll probably deal with that tomorrow, but just a heads up. I'm really happy with line of forbiddance detection. I basically made a formula to calculate a least squares regression line independent of axes and it works like a charm. There may or may not be (I legitimately don't know) a possibility of failure when a line is drawn at exactly 45 degrees from the horizontal because of less than/greater than/equal to shenanigans, but I've yet to encounter it after hundreds of lines drawn. Line of vigor detection is off to a good start. A well-drawn sine wave will turn into a line of vigor that looks like it. However, a somewhat poorly drawn sine wave will straight up fail even if it isn't that bad, since I just have an estimation algorithm based on peaks and troughs without an actual regression at the moment. I've figured out the math for the regression (I think), but implementing it requires getting matrices to work which is annoying so I've been putting it off. There are no lines of making at the moment. Have to go now, I'll write more later...
  13. If you're a Moash hater, I think you'll get along with the rest of the Shard just fine. Anti-Moash sentiments are kind of a binding force among people here.
  14. Good answer; thanks. Fingers still crossed for The Azlantian in the next decade then.
  15. Very impressive! I was a NaNoWriMo rebel and worked with a team so we did manage to hit the word cap. But a lot of people wrote one chapter and bailed without their character actually doing anything, so it was mostly bloat, and the book never got finished...