IlstrawberrySeed
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Status Replies posted by IlstrawberrySeed
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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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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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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.
-
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.
-
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.
-
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.
-
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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I’ve never heard of Haskell, so why’s that?
Also the code for it isn’t all to nothing, I’d assume it is either 100% or 90% for true, and for false it seems like 40%, or even as it the protrusion is part of the circle. Also, the bond points seem to be sequentially based, where the first bind point is always true.
Also, we need to account for conic sections that aren’t circles or even closed.
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