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IlstrawberrySeed

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Status Replies posted by IlstrawberrySeed

  1. 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.

    1. IlstrawberrySeed

      IlstrawberrySeed

      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.

    2. (See 13 other replies to this status update)

  2. 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.

    1. IlstrawberrySeed

      IlstrawberrySeed

      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.

    2. (See 13 other replies to this status update)

  3. 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.

    1. IlstrawberrySeed

      IlstrawberrySeed

      I do, but I don’t access it often, and will get my friend request to you tomorrow.

    2. (See 13 other replies to this status update)

  4. 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.

    1. IlstrawberrySeed

      IlstrawberrySeed

      I didn’t specify what part of the triangle because I haven’t thought it all through yet and gone over the implications. I’m still trying to figure out if the small errors in a method of supposedly Nth-setting an angle is human error or method error. (Unsolved math problem).

    2. (See 13 other replies to this status update)

  5. 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.

    1. IlstrawberrySeed

      IlstrawberrySeed

      This explains all the theories I mentioned other than C&T based, which I thought of recently, where the triangle determines the total or base strength, and curvature distributed or modifies that.

      As for the open conics I think this is the link but cannot check right now:

       

    2. (See 13 other replies to this status update)

  6. 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.

    1. IlstrawberrySeed

      IlstrawberrySeed

      Also, what theory for circle strength are we using? There is curvature (confirmed false), spherical section surface area, curvature and triangle based, and Area of perimeter (the chalk line). Of course, SSSA doesn’t work for open conics.

    2. (See 13 other replies to this status update)

  7. 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.

    1. IlstrawberrySeed

      IlstrawberrySeed

      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.

    2. (See 13 other replies to this status update)

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