TheGrandBraker
108 posts

TheGrandBraker
@BrakerGrand
I mostly do programming and things with math and physics! Not for hire
Katılım Mayıs 2018
18 Takip Edilen1.2K Takipçiler

The exact range for Roblox's math.noise() is ±1.0363538265228271...
math.noise() implements the "Improved Perlin Noise" algorithm. I worked out its range to be ±1.0363538112118025... Due to floating point error, the range is slightly larger than theoretical. #Roblox #RobloxDev

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@BuildIntoTrains @DonaldFReynolds Would say it is performant. It could be optimized a bit more.
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Continuous CFrame Exponentiation
I was inspired by @DonaldFReynolds's CFrame exponentiation, so I decided to do it as well! I did mine by exponentiating dual quaternions, which are an extension of quaternions that include translations.
#Roblox #RobloxDev
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@DonaldFReynolds Sure! here is my discord: TheGrandBraker#1430
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@BrakerGrand Discord: AxisAngle#0001
I have like 700 friend requests though, so you'll have to tell me who you are.
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@DonaldFReynolds Oooo, that's cool! I'm pretty sure this is the same thing that happens when you exponentiate dual quaternions as well.
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Projection of a Rotating Hypercube
I learned about this neat thing called geometric algebra. With it, I created a rotor to rotate the hypercube instead of using matrices to rotate things.
#Roblox #RobloxDev
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TheGrandBraker retweetledi

Real-time fluid simulation in Roblox!
I was bored, so I decided to implement a grid-based fluid solver. It turned out super cool!
#Roblox #RobloxDev
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Realtime Softbody Physics!
Great for water balloons and other squishy things! Pretty fun to play around with.
#Roblox #RobloxDev
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Image Projection
Great for when you need to place images on uneven surfaces. Such as liquid splatters, stickers, etc. Slight inspiration from @EgoMoose's texture rotation thing.
#Roblox #RobloxDev
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@AstroCodeRBLX @BoatbomberRBLX @awesxome3 Probably multiple frames layered on top of each other and sampled to get the transparency for the UI gradient.
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@Incepic_ What is your method of distributing the points on the ground?
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@BrakerGrand @EgoMoose I have absolutely no idea why there are gaps
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Optimized the fluid sim, with help from @EgoMoose!
- Uses Beams instead of Meshes (uglier and causes gaps but it's soooo much faster so idc)
- If you're far away or the water is off camera, it calculates internally but doesn't render the beams
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