Rendering my (billiard) balls in a fragment shader
51–60 of 88 posts
Re: Rendering my (billiard) balls in a fragment shader
#52I happened to notice that PI is #define'd to 3.1415926538, which isn't the correctly rounded off value of 3.14159265358... Seems like they missed a '5'.
Interesting point if it had been apparent it would have been an issue, at what point does a poor Pi become an issue? What would a Pi of 3.0 do?
https://media.ccc.de/v/mch2022-236-non-euclidean-doom-what-h...
Re: Rendering my (billiard) balls in a fragment shader
#53Re: Rendering my (billiard) balls in a fragment shader
#54Here is a summary I wrote on my attempt to render balls using only a fragment shader. I am pretty happy with the result, and I've included a breakdown of the creation process.
Re: Rendering my (billiard) balls in a fragment shader
#55Earlier quoted context omitted.
That’s a little bit more accuracy than what is needed for this post, but good catch :-) https://www.jpl.nasa.gov/edu/news/2016/3/16/how-many-decimal...
Thats an interestring post, thank you! Do you think that's why for example JavaScripts Math.PI also comes out to 3.141592653589793?
Re: Rendering my (billiard) balls in a fragment shader
#56Earlier quoted context omitted.
That’s a little bit more accuracy than what is needed for this post, but good catch :-) https://www.jpl.nasa.gov/edu/news/2016/3/16/how-many-decimal...
Thats an interestring post, thank you! Do you think that's why for example JavaScripts Math.PI also comes out to 3.141592653589793?
However, you could perhaps infer from the article that IEEE 754 double-precision numbers are sufficient for most physical calculations.
Re: Rendering my (billiard) balls in a fragment shader
#57Re: Rendering my (billiard) balls in a fragment shader
#58I happened to notice that PI is #define'd to 3.1415926538, which isn't the correctly rounded off value of 3.14159265358... Seems like they missed a '5'.
Lol, wow what a find. You notice the details. I corrected it. Thank you.
I won, with 35 digits memorized (he gave up early; that's also around where the first '0' occurs in pi).
I don't miss any opportunities to test that I still remember them correctly, to this day. ;)
Re: Rendering my (billiard) balls in a fragment shader
#59Earlier quoted context omitted.
That’s a little bit more accuracy than what is needed for this post, but good catch :-) https://www.jpl.nasa.gov/edu/news/2016/3/16/how-many-decimal...
Thats an interestring post, thank you! Do you think that's why for example JavaScripts Math.PI also comes out to 3.141592653589793?
Re: Rendering my (billiard) balls in a fragment shader
#60From the HN guidelines: please use the original title, unless it is misleading or linkbait; don't editorialize. The correct title is Rendering Pool Balls , not "Rendering my balls in a fragment shader".