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Status Updates posted by CrypticSpren
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Sending this on your personal feed so as to not clog the forum thread.
If we're just doing true bind points then I feel like the code is pretty trivial (just trial and error every set of 3 points as the triangle midpoints lol), though I very well could be missing something. If you've already written something I'll take it though . Don't worry about the language; pseudocode is fine. As I mentioned earlier though I'm guessing we'll probably end up working primarily in Godot (which can have both GDScript and C# code easily) or QtCreator with C++.
I know we don't have any good theories on % of non-bind point strength, but I thought it would be good for us to come up with some reasonable metric instead of making it all-or-nothing, considering how line strengths in general aren't all-or-nothing.
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Where are you getting the bounds to f(r)?
Nth-secting is using only an unmarked straitedge and a compass to get an angle that is exactly 1/n of the original arbitrary angle.
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If f(r) = 1, then it takes the same amount of effort to destroy 1/6 of a large circle as it does to destroy 1/6 of a small circle. But if f(r) = r then a large and small circle are of equal strength at a given "point" (small section of perimeter).
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Sorry, I had issues with discord today. I’ll try to do more tomorrow, but if it still doesn’t work I can send you my phone number.
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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!