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CrypticSpren

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Everything posted by CrypticSpren

  1. 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 https://rithmatist.herokuapp.com/gameplay/). 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 https://github.com/CrypticSpren/Rithmatics. If you open up a godot mono project and pop in the main folder everything should work.
  2. I'm making the current version of Rithmatics simulator public! https://github.com/CrypticSpren/Rithmatics 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.
  3. 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...
  4. 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.
  5. Good answer; thanks. Fingers still crossed for The Azlantian in the next decade then.
  6. 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...
  7. Yeah, perhaps I had a bad interpretation of the video. I personally would be left feeling unsatisfied if Rithmatist just ended without some sort of explanation for what shadowblazes and forgotten are though, so I'm kind of glad that there's sequel bait to haunt Brandon (sorry Mr. Sanderson). Where did you get got that The Azlantian falls into the second category though? On State of the Sanderson, he lumped it in with a potential sequel to Elantris and Nightblood, and he's been saying that he may or may not write Nightblood for quite a while now. So to me that implies that he might not write The Aztlanian either. Also, Ben is Inkthinker. Isaac wasn't that involved in the art for the Rithmatist AFAIK, although he did test the BYU rithmatics game with Brandon.
  8. If only I had the writing speed capability to support my wordiness. I only managed to write 9k words during NaNoWriMo and I actually was trying pretty hard... I'm personally convinced that Brandon is either a zinc compounder or has some sort of factory for unkeyed zinc metalminds in his basement. I still haven't figured out how he handles the hunger side effect or drawbacks of presumed savanthood on his tours though.
  9. Brandon implies that it's very unlikely that we'll get Aztlanian https://www.youtube.com/watch?v=Umu19quwinI&t=173s
  10. Yeah, I tend to be overly wordy. I still appreciate the question though; it's basically an integral part of the new sharder experience now
  11. Thank you! After all, magic is the goal.
  12. Thanks for the kind words! I like CS in concept, but I don't have enough practice, hence the attempts at Rithmatic simulator. I am quite happy with what I have right now! It's just taken me an inordinate amount of time (about a month) to get to where I am. I'm definitely not the furthest attempt that's been made: I did see someone with screenshots of their Rithmatics simulator that could support an Eskridge Defense and bind points, but that's died. The BYU version is also good (especially the chalkling system). But I believe that I'll surpass them in time. And yes, fingers crossed for Aztlanian. I still hold hope for its release after KoW. May Rithmatics rise again on the 17th Shard.
  13. To GoWibble: I don't know any optics so I don't know how light waves would behave... would it be the case that the entire line of vigor actually extends outwards like a single beam? Like the attached picture would be entirely visible in one snapshot in time? If so, I've been going about this entirely wrong . Honestly I might just deviate from canon if that's the case, since I really like the aesthetic of the entire line snaking across the canvas. If my physics isn't terrible though, I think that energy isn't lost at all on reflection except for the very small amount of momentum that light imparts. And since lines of forbiddance stick in place - that is, they effectively have infinite inertia - there isn't really a way to measure momentum transfer from the line of forbiddance side. Anyhow, I forgot about bigger wavelengths and more damage with smaller wavelengths against lines of warding. I really should read the KalynaAnne report again. I like that big wavelength lines will have some merit to using, because I don't think they're really that much easier to draw even if the book says that they are. To Invocation: I'm not sure how to feel about the skipping pebble, by which I assume you mean a set percent energy decrease every hit. If it's a small-ish number (say, 10%), the line will still be doing significant damage - about half of base power - even after five hits. But if it's a big number (say, 50%), then just a few bounces will lead to massive weakening - Adelle Choi's legendary 3-reflection shot would be doing 1/8 the damage. My gut tells that skipping pebble type energy decay is going to feel the most intuitive, but I somehow can't shake the thought that a linear decay - a set quantity loss every hit - will probably lead to a more balanced game if I ever reach the point where there is a game. It takes 10 lines of vigor to destroy a line of forbiddance. Landing that many parallel shots is really really hard, and 2x brings that up to 20 lines of vigor. Skipping pebble should work well. As for an actually cool downloadable - hopefully, but don't hold your breath. I'm very much garbo at coding. And lines of vigor are detected with a janky first estimate based on detecting crests and troughs without a real regression algorithm (though I think I've figured out the math for that when the time comes). Nevertheless, I hope to be able to post a downloadable file in the Fan Works forum by the end of the month that has just the three "easy" lines (warding, forbiddance, and vigor) to ask for some feedback on the general feel of things. Maybe some fellow Sharders might feel inclined to give me some coding help, though @smartycope 's post and the general inactivity in the Rithmatist thread seem to suggest otherwise. I'm really close to getting the interactions between lines of vigor the other two done; I might even be finished with that tomorrow if I grind hard enough. But I haven't even started on doing anything with bindpoints and line of Forbiddance merging (i.e. marks crosses), which is probably harder. Also, my line of vigor detection formula is kinda crap. I dream to someday be able to play digital chalk Starcraft with a stylus against my friends, but that's a far way off.
  14. I'm currently trying to make a Rithmatics simulator, and have an interesting predicament regarding lines of vigor and lines of forbiddance. What happens when a line of vigor hits a line of forbiddance with an axis parallel to its own? Does it just repeatedly skip across the line of forbiddance (GIF attached), or does something else happen? It's a weird edge case that won't occur in most Rithmatic duels, but it's something to think about. Could this potentially be a powerful method of destroying enemy lines of forbiddance? Or would the normally negligible energy loss from bouncing off lines of forbiddance make this not an effective strategy?
  15. Amaram! Already anticipated your question, @Not an Ookla
  16. I can relate, Gancho. I started in October and just need to get my hands on Dawnshard and Elantris to finish my Cosmere journey, but I haven't been able to get any of my friends to read any Cosmere despite my desperate pleas. Also, tags are under the place where you enter your title. You can only tag new topic posts and not replies though.
  17. I would argue that lies in ones and zeros are something that Cryptics actually understand - statements that can evaluate to false are a necessity of most (any?) system of boolean logic. It's the fact that people are capable of lying through wordplay, implication, and subtext that fascinates Cryptics - that's something that's difficult to represent with mathematics. That's why Cryptics are so bad at lying.
  18. Oh well. That's a risk I'm willing to take. Thanks for the heads up though.
  19. When whenever you hear the name Seth, you immediately think "Szeth son-son Vallano, truthless of Shinovar, wore white on the day he was to kill a king."
  20. I don't think there's been WOB as to whether duralumin increases the effect of or increases the size of speed bubbles, so this manner of time traveller might be possible but isn't necessarily. Also as far as we know there isn't anyone able to burn both cadmium and duralumin on Scadrial, though obviously hemalurgy exists.
  21. I have come here to understand you, humans. Mmmm. Creatures that follow patterns, but break them as well. Who seek the mathematics that defines the universe which us spren so naturally understand. That weave truth into their lies like a radiant weaves light into shadow. Fascinating. It has come to my attention that those aware of my kind and the Cosmere in which we live congregate in this section of the construct of sprenless fabrials your kind calls the internet. So I thought this would be a logical location to begin my studies. In all seriousness though, hello everyone. I've been lurking 17th shard for about a month, but only just joined yesterday. I only became familiar with the Cosmere about half a year ago, but I've read all of Stormlight, Mistborn, Warbreaker, and Arcanum Unbound. Well, except for Dawnshard, Hope of Elantris, and White Sand. I've also read the Rithmatist - years ago when I wasn't Cosmere aware, and again a couple of days ago - and am trying to make a Rithmatics simulator with the pipe dream end goal of making a functional game to duel other people. It's been a lot trickier than I was expecting because I'm bad at coding, but it's a good time nonetheless. If anyone has any good ideas for math - like how to figure out how good a set of arbitrary bind points is or something along those lines - I'd really appreciate your ideas. Before someone inevitably asks me who my favorite character is, I'd have to go with Kaladin; I love Bridge Four like every other Stormlight fan. It was Kaladin who first sucked me into the wonderful world of the Cosmere. If I have to pick someone that isn't mainstream though, I'd choose Design. She's just the cutest otherworldly amorphous shifting black void lie-eating stalker (cryptic) ever to exist. As for my least favorite, I'd have to go with Amaram. He's a total slimebag, but it takes everyone painfully long in order to recognize that. And to be honest, I don't think everyone really did. His manner of death makes it so that if I were an Alethi citizen, I'd think that he really was a good man who was tragically magically corrupted in his final moments. It's a pleasure to finally join you all.
  22. Valid; I'm still kind of new so I don't know all the big names. You're quite prolific as well.
  23. Yup, that's exactly what it means to bisect the minor arc. I say minor because technically there's also a major arc, which is more than 180 degrees, around in the other direction. Also, you're right about IEB looking pretty bad, which is why I think we can be fairly sure about HFB being the correct type I points. I'm glad someone appreciated this!
  24. I'm pretty sure there's a WOB saying Kelsier is stuck on Scadrial because his consciousness is anchored to Preservation's investiture. So as of now, I think we can say that Kelsier has not been brought over to Roshar, though Stormlight 2nd half may take place after Mistborn Era 2 so he could go over then. But it's possible that someone spiked an Ishar-physical-bonded Inkspren (or cryptic/reacher; please don't spike me) and then brought the spike over to Scadrial. After all, Shallan has shown us that it's pretty easy to get a goblet's worth of blood pretty easily in Roshar.
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