Show Posts

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.


Messages - phenomist

Pages: 1 ... 7 8 [9] 10
121
Math and Science / Re: Math mind read
« on: February 24, 2011, 02:17:44 am »
Yeah, I know, mod 9.

Another way to exploit this digit-forcing trick is to reverse a two-digit number and subtract the smaller from the larger.

122
Math and Science / Re: Math mind read
« on: February 24, 2011, 02:08:47 am »
Spoiler For glitch:
1*9 = 9. Two digits?
:P

123
Math and Science / Re: Imaginary Numbers Question
« on: February 23, 2011, 11:32:56 pm »
A complex extension to prime numbers are the Gaussian primes. Here, normal primes like 2 are no longer primes (2 = (1+i)(1-i)), though 3 is still a prime, for instance.

[link: http://en.wikipedia.org/wiki/Gaussian_prime#As_a_unique_factorization_domain]

124
Math and Science / Re: Catalan Number
« on: February 21, 2011, 07:39:28 pm »
BTW, on the subject of negative Fibonacci numbers, they do exist. Just reverse the recursion (F_n+F_{n+1} = F_{n+2}) => (F_{n-2} = F_n-F_{n-1}) and it works.

(Though they aren't terribly interesting: F_{-i} = -F_i * (-1)^i, so the negativeth Fibonacci number is either the negation of or equal to the positiveth Fibonacci number)

125
Gaming Discussion / Re: When A.I. cheats
« on: February 21, 2011, 01:08:24 am »
I wonder if in SC2 AI still knows where's your base automatically... so far the probe seems to scout random places but I wasn't sure. Another thing I wonder is if Insane computer AI is cheated? We tried 6-pooling a computer in insane mode in 2v1 and he could immediately defend against the rush with his zealots. My teamate is in Diamond league... to me it seems like they have slightly faster build times or simply press keys in an instant, in a way that is normally impossible by humans...

The SC2 Insane AI cheats; the developers said so themselves. However no other AI difficulty in SC2 cheats.

In SC1, AI has perfect vision, knows presence of cloaked units (but can't attack them unless they have a detector), and starts off with 1000 minerals and vespene. Really, the main reason why the AI is still quite beatable is that its unit control is terrible.

126
Graviter / Re: Graviter - Axe
« on: February 21, 2011, 01:00:41 am »
Instead of level-scrolling, maybe you could have a "campaign mode" with lots of rooms instead (and have items in some rooms unlock doors in other rooms, etc.)

127
Miscellaneous / Re: Weird char(s)
« on: February 09, 2011, 11:54:39 pm »

^ What is that, anyway? It seems to read 'Pts'...

Spanish Peseta.


128
Or, use Hero's formula:
Area = the square root of ( s (s-a) (s-b) (s-c) ) when a, b, and c are the three sides and s is the semi-perimeter ( 1/2(a+b+c) )
There's also a formula for cyclic quadrilaterals: area=sqrt(s-a)(s-b)(s-c)(s-d) where s=(a+b+c+d)/2 and a,b,c, and d are the side lengths of the cyclic quadrilateral.
That's Brahmagupta's Theorem

BTW, for shoelace you need to divide by 1/2; it's a common mistake to forget that.

Shoelace can also be considered the determinant of the following matrix:
[[1 1 1 ... 1 x1 y1]
[1 1 1 ... 1 x2 y2]
[1 1 1 ... 1 x3 y3]
...
[1 1 1 ... 1 xn yn]]
One half the absolute value of the determinant = area.

This is probably really useless, but if you know the circumradius (radius of circle passing through three points of the triangle) and the sidelengths, then the area is (abc)/4R.

If you have a lot of time to waste, and you know that all vertices are on lattice points (integer coordinates), then use Pick's theorem! Count up the number of interior points and then the boundary points; the area is I+B/2-1.

129
Math and Science / Re: Factorials
« on: January 30, 2011, 03:01:45 am »
Maybe I should have rephrased a bit differently: The gamma function for positive integers follows the following property: gamma(x)=(x-1)!. Hence gamma(1)=0!=1, for instance.

However, what is gamma(0)? It would equal to (-1)!. But using the factorial recurrence formula would give us 0(-1)!=0!=1. In other words, (-1)! = 1/0. This is bad; hence, (-1)! is not defined, and so is gamma(0).

Most other numbers still have a gamma function attached to it, for example gamma(-1/2), gamma(3+4i), and gamma(1337.42i), but zero and negative numbers when plugged into gamma generate an undefined result, because their respective factorials are undefined as well.

EDIT: Aw darn, sniped

130
Math and Science / Re: Factorials
« on: January 30, 2011, 02:53:44 am »
A small caveat to the gamma function: it still does not take negative integers.

131
Graviter / Re: Graviter - Axe
« on: January 30, 2011, 01:40:18 am »
It's also quite similar to the indie game/flash demo VVVVVV, although irl he denies otherwise.

132
Graviter / Re: Level Design
« on: January 29, 2011, 01:37:06 am »
Hm, actually I intended the gap between 7 and marked 6 to be a horiz-only gate, but it appears I lost a spike somewhere (4 squares left of key 7), lol.

Your way works too. Maybe they'll be two separate levels :P [Title: Deja Vu?]

However, leafiness0 hasn't implemented keys yet, so both level ideas are temporarily thrown out atm.

133
Graviter / Re: Level Design
« on: January 29, 2011, 12:06:07 am »
[question: when can I start attaching stuff?]

More smaller maps, on leafiness0's request:
Spoiler For A variety of maps:

I'd like comments on level quality, because I'm churning them out quite quickly.

134
Graviter / Re: Level Design
« on: January 27, 2011, 12:01:30 am »
Spoiler For 50x51 tile to "madness level":

(Cut down a bit on the right due to space issues. Note that the far far right might not actually work, but can be easily fixed)

EDIT: Changed layout a bit, added spike direction, added wraparound house (@leafiness: you can delete that part if you want)

Spoiler For 50x51 tile to "madness level" v2.0:

135
Graviter / Re: Level Design
« on: January 26, 2011, 02:57:07 am »
Yeah, but I don't really have nearly as much dedication as leafiness does, so obviously my games are going to be worse. I created a tower climber game where the strategy is to... button-mash. I'll attach it into a topic later, I guess. Currently I'm working on a fun 2-player mode, but first I have to learn grayscale, lol.

Pages: 1 ... 7 8 [9] 10