Viewing profile — beaumayns
beaumayns
HN member- Joined
- Mon, Apr 25, 2016, 11:34 PM UTC
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- 31
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- 21 items
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About beaumayns
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Recent public activity
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Comment #47897902
q has the concept of amend, which is similar: https://code.kx.com/q4m3/6_Functions/#683-general-form-of-fu... It's quite handy, though the syntax for it is rather clunky compared t…
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Comment #46046224
Very cool! I made a similar thing[1], but I didn't put as much attention on the controls or the camera concept. I had hoped to gain some intuitive understanding of 4D space, but in…
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Comment #39082794
For a pretty good explanation of the algorithm, check this out: https://caseymuratori.com/blog_0003 Consider also the minkowski portal refinement algorithm: http://xenocollide.snet…
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Comment #39079931
Also shameless self promotion - if you're interested in 4D collision detection (and rendering, and rigid body physics), I've made a semi-tutorial-style repo here: https://github.co…
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Comment #38982487
[dead]
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Comment #38565206
+1 to these books - they have some really interesting worldbuilding. Even the later books have some good parts (quite a good Moria-like sequence, some more exposition on the curren…
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Show HN: Box4D – 4D physics demo using Rust and wgpu
This is a little physics toy I've been working on off and on for a while. I originally planned on making a more fully featured game of some sort (I suppose I still may some day), b…
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Comment #32041494
This is what I do too, including hacking PuTTY to support it. I offered the patch upstream, but it seems they were not interested due to security concerns (even having it off by de…
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Comment #30621983
This is the explanation that made it click for me, although in my experience it seems like he's wrong about being able to rule out the need for doing certain checks when you alread…
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Comment #30621955
Another nice thing about this one is that in the case where the objects intersect, you can just keep iterating mostly the same algorithm to get the intersection points, rather than…
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Comment #29737023
This is pretty cool. I've had thoughts (or dreams, more accurately :) of a language like this every time I get a runtime 'type error in q. I gotta say, I prefer q's syntax, though …
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Comment #24023687
I had to figure this out recently, a couple things that really helped me are Erin Catto's GDC lectures (particularly [1]) and Allen Chou's game physics articles [2]. I think of a J…
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Comment #23121871
I'm curious, in what way was your conception wrong? Sounds like it could still be interesting.
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Comment #23120490
Yeah, I've mostly ignored it so far as well. I did get Dual Contouring working on 4D signed distance fields, but the resulting meshes are kind of janky. My thoughts are to eventual…
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Comment #23118152
I've been working towards making something like a 4D Descent, but I keep getting sidetracked by problems like 4D physics, collision detection, and mainly how to model interesting 4…
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Comment #19422513
Unlikely due to how they're implemented, or their semantics?
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Comment #19420953
I was hoping we'd finally get proper lexical scope in this version of K. Alas, seems to not be the case.
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Comment #17686772
I'd love to know the math behind the physics engine, particularly angular momentum. Planar rotations are weird in 4d.
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Comment #15911311
I mostly love K/Q, and recently rearranged my career to do more of it. There are some things to be aware of, though: * If your code doesn't spend most of its time in primitive verb…
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Comment #15677483
kdb also allows you to do much more than SQL, since a select is more or less just syntactic sugar for a certain set of operations on columns as arrays. The full language is availab…
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Comment #12225745
This is in fact the approach taken in the k language: http://code.kx.com/wiki/Reference/Bar http://code.kx.com/wiki/Reference/Ampersand