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beaumayns

HN member
Joined
Mon, Apr 25, 2016, 11:34 PM UTC
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31
Public activity
21 items

About beaumayns

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Recent public activity

  1. comment
    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…

  2. comment
    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…

  3. comment
    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…

  4. comment
    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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  6. comment
    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…

  7. story
    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…

  8. comment
    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…

  9. comment
    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…

  10. comment
    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…

  11. comment
    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 …

  12. comment
    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…

  13. comment
    Comment #23121871

    I'm curious, in what way was your conception wrong? Sounds like it could still be interesting.

  14. comment
    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…

  15. comment
    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…

  16. comment
    Comment #19422513

    Unlikely due to how they're implemented, or their semantics?

  17. comment
    Comment #19420953

    I was hoping we'd finally get proper lexical scope in this version of K. Alas, seems to not be the case.

  18. comment
    Comment #17686772

    I'd love to know the math behind the physics engine, particularly angular momentum. Planar rotations are weird in 4d.

  19. comment
    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…

  20. comment
    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…

  21. comment
    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