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Messages - squidgetx

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766
Math and Science / Re: Something you know
« on: February 24, 2011, 05:43:56 pm »
How about 1+2+3+4+....=-1/12 :D

Or 1+2^2+3^2+4^2+.....=0 O.o

Also @Deep, yeah I saw but I figured he didn't :P So I reposted it.

767
Math and Science / Re: Something you know
« on: February 24, 2011, 05:37:24 pm »
e^(pi i) does not equal e^(pi)*e^(i)

@ruler501, check this link: http://en.wikipedia.org/wiki/Euler's_formula#Proofs It's a bit hard to understand without a backing in calculus though :P

Generally you can't really conceptualize raising a number to an imaginary power; the main method of going about this sort of thing is creating a power series (a polynomial) that mimicks the behavior of e^x. e^x's power series (which, when taken to an infinite amount of terms is perfectly accurate) then can be used with imaginary values for x and still make sense.
e^x's power series looks like this:

and so e^(ix)'s power series looks like this:

You'll have to take my word for it that that series is actually cosx+i*sinx. The rest of the proof goes from there.

768
Math and Science / Re: Something you know
« on: February 24, 2011, 05:28:43 pm »
Actually no, n needs to be a multiple of 2. The reason for this is because, as Xeda said, e^ni= cos n + i sin n and the values of sin and cosine repeat themselves over a period of 2pi (Graph it to see). That part actually doesn't have to do with imaginary numbers.


769
TI Z80 / Re: Gateways: Portals of Time I - Cloud Cover
« on: February 24, 2011, 05:06:53 pm »
Even better, Axe code:
{E8447}->VAR

Also nice to hear this is back up.

770
TI Z80 / Re: Electric Field Sim
« on: February 24, 2011, 03:21:43 pm »
Test charges don't have any effect on each other :P

771
General Calculator Help / Re: Character vs token?
« on: February 23, 2011, 08:51:59 pm »
The lowercase letters are 2 byte tokens:

BB66 = f
66 = Normal

Check out the xml's included with Merth's Tokens (maybe you can get them other places, idk)

772
Math and Science / Re: 0.5!
« on: February 23, 2011, 08:49:01 pm »
Yeah, apparently it has to do with something called the Riemann Zeta Function, which also plays a part in a proof that shows that 1+2+3+...(to infinity)=-1/12 O.o

773
News / Re: TI-Nspire CX and TI-Nspire OS 3.0
« on: February 23, 2011, 07:59:26 pm »
I really like the look of these calcs too, I thought the prizm looked too much like a cell phone :P The old Nspire is just hideous as well.

774
Graviter / Re: Graviter - Axe
« on: February 23, 2011, 07:47:50 pm »
Yes. The reason why grayscale games often seem slower is because you are usually drawing twice as many sprites, one for each buffer. :)

775
Math and Science / 0.5!
« on: February 23, 2011, 07:46:39 pm »
So according to our trusty calculators...

Code: (that's a factorial symbol!) [Select]
              __
(1/2)!=(1/2)\/pi
              __
(3/2)!=(3/4)\/pi
               __
(5/2)!=(15/8)\/pi
                 __
(7/2)!=(105/16)\/pi
                 __
(9/2)!=(945/32)\/pi

Now, my question is...Why?

776
Graviter / Re: Graviter - Axe
« on: February 23, 2011, 07:37:38 pm »
/256 is 40% the speed of /128

777
Axe / Re: Referencing Text() Coordinates
« on: February 23, 2011, 05:42:29 pm »
Huh. Well, you learn something new every day!
* squidgetx goes off to optimize

Wow, this opt is incredible O.o

778
Art / Re: Official Ash:Phoenix Pixel Art Request Thread
« on: February 23, 2011, 04:00:14 pm »
*bump*

I've crossed out all the ones that have been completed, as well as added some things.

779
Ash: Phoenix / Re: Ash: Phoenix
« on: February 23, 2011, 03:47:38 pm »
Been slowly chipping away at the mountain of data to be entered. Finished up a few tilesets, and I've been working on the story a bit as well. The next village is almost done, just have to add the NPC convos.

Also, optimized 150 more bytes off the main app, and the amount of free RAM required is about to take a dip as well :D

780
TI Z80 / Re: SandLand
« on: February 23, 2011, 03:45:26 pm »
Haha, thanks guys :)

Next, moving platforms and grayscale collectibles/water (the only way to do stuff like that since collision is pixel based :x)

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