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Math and Science / Re: Geometry Question
« on: May 05, 2011, 04:21:55 pm »
Hah whenever I need a fresh image I always find one I'm not using on my desktop and clear it in paint and reuse it I don't always remember to rename it too
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1291
Math and Science / Re: Geometry Question« on: May 05, 2011, 04:21:55 pm »
Hah whenever I need a fresh image I always find one I'm not using on my desktop and clear it in paint and reuse it I don't always remember to rename it too
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The Axe Parser Project / Re: Using OP variable« on: May 05, 2011, 04:19:54 pm »
Ah gotcha, in that case I myself would recommend Basic over Axe, on account of its easy to use floating point arithmetic, and its simple input features. In axe, you would end up having to rewrite almost every routine, or write hex to access the built in OS ones, while in basic everything is already set up.
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Math and Science / Re: Geometry Question« on: May 05, 2011, 04:18:16 pm »
So i made a new picture to name the angles, there is angle A,B,C and D. We first need to find angle B. Sin = opposite over the hypotenuse. In triangle ABC, the hypotenuse is 50, and the opposite of angle B is 40. So Sin(B)=40/50.
Now we also have triangle ABD, where 30 is the hypotenuse, and side Y is the opposite to angle B. So in this case, Sin(B) = Y/30. Now we substitute both equations for Sin(B) and get 40/50 = Y/30. Solving yields 24. 1294
The Axe Parser Project / Re: Using OP variable« on: May 05, 2011, 04:09:09 pm »
Any particular reason you are going with Axe? Basic actually far outweighs Axe in the area of advanced floating point math, as in Axe you would have to use pretty much all custom hex codes to work with floating point numbers, as well as any operations on them. What kind of program is it?
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Math and Science / Re: Geometry Question« on: May 05, 2011, 03:59:44 pm »well, were is no need for advanced sin/cos-stuff... one can simply use the area of the triangle: That is an elegant solution! Here I am in my corner stuck on using Sin and Cos 1296
Math and Science / Re: Geometry Question« on: May 05, 2011, 03:44:10 pm »
Why would the bottom be 25? The triangle's base is not going to be split evenly in half. Before I solve this Scout, you are familiar with what Sin/Cos and the like do?
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The Axe Parser Project / Re: Using OP variable« on: May 05, 2011, 03:34:43 pm »
It also might be worthy to note that they are in fact *not* variables, but just locations in memory the OS uses to do specific operations. They can be used for much more than just floating point arithmetic.
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The Axe Parser Project / Re: Bug Reports« on: May 02, 2011, 11:53:14 pm »
The nib{} command cannot read the nibbles where itself is located, just putting that out there and thanks to Runer for tracking it down
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The Axe Parser Project / Re: Features Wishlist« on: May 02, 2011, 05:14:24 pm »
The reason I think this has not being added is because it is already possible and easy in Axe, just by using a for loop, and so wouldn't really add any new functionality, nor would it add much speed.
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Portal X / Re: Portal X« on: April 30, 2011, 06:54:39 pm »It would be cool if you could have portals on angled walls(45 degrees) but I guess that's a bit out of the scope of Axe That would require a rewrite of the way portals are handled unfortunately, plus it would be crazy hard to get working 1301
TI-BASIC / Re: Advanced Math in Output( and Text( ?« on: April 29, 2011, 11:35:16 am »
Shouldn't that be able to go down to 0? numbers 9 and below?
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The Axe Parser Project / Re: Bug Reports« on: April 28, 2011, 04:21:32 pm »
I think the only way to solve this is to have a copy of the source, since neither me nor Quigibo can replicate it, nor hope to fix it without finding the error.
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Portal X / Re: Portal X« on: April 28, 2011, 04:10:35 pm »
Ooh sounds awesome Just give me a hollar if you want me to detail the physics of what I do in more detail, I'd be happy to
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The Axe Parser Project / Re: Bug Reports« on: April 28, 2011, 04:08:45 pm »
Hmmm i think i might know why the memory is changing. If you compile successfully, it creates a program. If you then recompile and fail, it will *delete* the program, freeing memory. Maybe this is what you are seeing and thinking its a memory leak?
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Portal X / Re: Portal X« on: April 28, 2011, 04:03:58 pm »
Thanks What I do is that when you shoot a portal, it casts a ray in the direction you shoot, incrementing it a little bit each time it checks to see if its in a wall. Once it hits a wall, it does a quick check to see what the angle of the wall it hit is, and then it places a portal there that corresponds to the angle. There is some more tricky stuff involving bumping and the like, and what happens if you have a portal on edges and stuff, and it can get really complicated, and can get really slow, but luckily this is axe, so its not tooooo slow, and its only once per frame, so its barely even noticed anyway
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