notch

99.5K posts

notch banner
notch

notch

@notch

Currently working on Levers and Chests, a dungeon crawler roguelike roguelite.

Katılım Ağustos 2009
243 Takip Edilen3.2M Takipçiler
notch
notch@notch·
Fortune Mill is fun, but NG+ scaling is too punishing. I feel like they haven't decided if NG+ is a hard mode or if it's the equivalent doing a prestige in an incremental. There's a super powerful new store in NG+, but it gets outscaled by the rising costs. Still, I liked it!
English
9
3
82
20.6K
notch
notch@notch·
@BOENSAW Or they're shilling for the people who don't want us to own anything.
English
5
4
153
3.3K
John Carmack
John Carmack@ID_AA_Carmack·
Anti-data center yard signs are popping up in my area. I am entertaining the idea of paying for a billboard with something like “Data centers are awesome, Texas should lead!”
English
404
160
4.1K
274.9K
notch
notch@notch·
@MetaCollecta I'm thinking maybe programming. Especially now that I have all this free time.
English
6
0
23
3.8K
notch
notch@notch·
I did it! I reached the final peak in Baby Steps! Can't find that totally super cool white triangle Moose walk talking about, but whatevs, I'm a real gamer now! I will not be answering any questions about the Manbreaker.
English
55
25
322
44.3K
Labman
Labman@Labman67121946·
@notch But I have so many questions about the Manbreaker!
English
1
0
1
2.9K
notch
notch@notch·
@turincomplete I just hope it's going to be one of those "and then the hero overcame all odds" stories and not one of those "and then he struggled with stairs for hours" stories Oh, Baby Steps. You're in my head.
English
0
0
26
3.4K
tc
tc@turincomplete·
@notch you just know it will get blisteringly hard eventually. I look forward to the pain
English
1
0
11
3.6K
notch
notch@notch·
I don't know what I expected, but Order of the Sinking Star is exactly that. There's so much here that I absolutely love, but ever since Maxwell's Puzzling Demon I've been afraid of overworld puzzles and other such puzzle game tropes. Oh, and it's also very cozy!
English
24
34
1K
64.7K
notch
notch@notch·
@shadesofsilver @deivitsu Haha, that's where I'm at currently, and is why I'm bracing for it to go all snakebird on me, difficulty wise. It's already made me mirror a soul stone on the overworld.
English
1
0
1
794
Danny Silvers
Danny Silvers@shadesofsilver·
@deivitsu @notch Some of them, especially on the mirror side, are 100% the opposite. But maybe as my brain rewires to understand things better it'll flip. The effort on display is incredible though.
English
1
0
0
831
notch
notch@notch·
@deivitsu Oh, I missed that! I'm loving the demo, but I've been bracing for the difficulty suddenly shooting through the roof. I guess Maxwell's Puzzling Demon REALLY traumatized me.
English
4
0
39
3.7K
David
David@deivitsu·
@notch In the trailer, Jonathan Blow says all puzzles are designed to prioritize fun over difficulty. We'll see😅
English
2
0
26
3.9K
notch
notch@notch·
Also, jai just makes me happy.
English
16
13
372
31.4K
notch
notch@notch·
@wizardgamedev Oh wow the target audience actually existed! Hi!
English
1
1
28
1.9K
notch
notch@notch·
As simple as conway's game of life is, it sure is rough to simulate inside of other cellular automata. Hot take maybe, but the target audience is small enough for me to risk the backlash.
English
33
4
372
51.3K
notch
notch@notch·
@Zum_Gee "The edge of what?" I'm not asking that. I'm saying that's what man would do then.
English
1
0
10
1.4K
zOOpadOOp
zOOpadOOp@Zum_Gee·
@notch when our spaceships bounce off the glass edge, the dome, at the end of the universe, what will man do next?
English
2
0
5
1.5K
notch
notch@notch·
@qNemo Uh, sort of. Feels like a bit more abstract, like a jab at people who might have felt the same feeling of "oh this is niche" as I did. Feels like there might a japanese word for it.
English
1
0
9
1.3K
qew Nemo
qew Nemo@qNemo·
@notch The backlash? From whom, the game of life purists?
English
1
0
1
1.3K
notch
notch@notch·
@CountTwoOne This is exactly one of those moments I wish I had paid attention in school. I don't know what "SE3 7 dims" means. Help. Also, I dread the dims might mean "dimensions".
English
1
0
3
611
Bob Widlar's Middle Finger
Bob Widlar's Middle Finger@CountTwoOne·
@notch Quaternions show their quality when calculating projection in 6DoF glasses: orientation is the product of 2 SE3 7 dims (i.e. rotation + translation)--plus they're beautiful to contemplate Sadly, the complete form--Octonions--has 1 too many dimensions as to be useful to anyone =[
GIF
English
2
0
2
750
notch
notch@notch·
In unrelated news, I finally "understand" matrix determinants well enough to implement calculating them from first principles. next up: quaternions
English
95
21
1.5K
110.3K
notch
notch@notch·
@Arcticman11 @MinecraftMeme16 Oh wow, I don't even remember that. But I will say, it sounds on brand for me. I like let "on a whim" things actually happen. Feels like the work writes itself almost, and I just write it down.
English
4
1
91
1.3K
notch
notch@notch·
@i2equalsj2 @XorDev Thank you for that post. I think I'm starting to maybe scratch the surface of understanding them! The lengths I will go to just to get a nice slerp.
English
1
0
5
469
preston
preston@i2equalsj2·
@XorDev @notch Here's a, hopefully intuitive, introduction to the Clifford Algebras from first principles:
preston@i2equalsj2

We can easily derive quaternions and the Clifford Algebras by defining a geometric product as the sum of two vectors' dot and outer products. We find that by doing this, parallel vectors yield just their dot product when multiplied, while perpendicular vectors are irreducible. If a vector v is the sum of perpendicular unit vectors e1 and e2 then the following must be true: v = e1 + e2 vv = (e1 + e2)(e1 + e2) vv = e1e1 + e1e2 + e2e1 + e2e2 We must be careful how we represent the above because the vectors non-commutative: the ordering of their products does matter as we are representing geometric objects in space, not scalars. Because unit vectors are parallel to themselves: e1e1 = 1 and e2e2=1 Therefore: vv = 2 + e1e2 + e2e1 How do we find the magnitude of vv? We simply use the Pythagorean theorem as e1 and e2 are perpendicular unit vectors. vv = e1e1 + e2e2 = 1 + 1 = 2 Substituting back into our equation previously: 2 = 2 + e1e2+ e2e1 0 = e1e2 + e2e1 e1e2 = -e2e1 Therefore, reversing a perpendicular product yields its negative. This is a core identity in geometric algebra. We can now show a surprising result: imaginary numbers emerge from the algebra we have constructed. To do this, we can consider what happens when we take our original perpendicular unit vectors e1 e2 and multiply them together, twice. We go through our identities: (e1e2)² = e1e2e1e2 = -e1e1e2e2 The last equivalence is true because we simply swap a product with its reverse while applying the negative -- what we just proved previously. The rest is collapsing the product of the same vectors into their magnitude of 1: (e1e2)² = -1 Remind you of anything? Let's substitute e1e2 with i: i² = -1 Therefore, what we we call an imaginary number is equivalent to a bivector in geometric algebra. We have shown that these vectors, when multiplied using our geometric product defined in the very beginning, produces the complex ring. Deriving the full quaternion identity is left as an exercise to the reader. Hint: the lever for increasing our space's dimensionality is in the number of perpendicular unit vectors we define (e1, e2...)

English
1
0
3
644
notch
notch@notch·
Am I correct in assuming that the main reason there's no three dimensional equivalent is that while you certainly can define such a structure, it doesn't form a group, so you don't get a bunch of useful structure that is analogous to other groups? I don't know group theory well enough to know exactly what those would be, but I'm certainly willing to study it if this assumption is correct.
English
1
0
3
565
Christian Alexander
Christian Alexander@CFindlater·
@XorDev @cmiller__ @notch Quaternions have strong connections to Lie theory and have seen some interesting work on computational geometry and symmetry groups in this context - this may be of interest to you.
English
1
0
2
385