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Messages - Klarck

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256
Drama / Re: Dissapearing Tiles bad admins
« on: July 17, 2015, 08:02:42 PM »
I was there and this is completely legit. AFP/JGZ was a ban happy moron and kicked me several times for no reason.
Also, when LBP sent over his steam name so I could add him, he added him first and lied about not being AFP/JGZ, and even saying that he doesn't think he was a badadmin (http://cdn-www.cracked.com/articleimages/ob/internet_graphic1.jpg #5)




Chat log (most of it is probably irrelevant, CTRL-f advised): http://puu.sh/j38xZ.txt



257
Drama / Re: Fang The Gamer - bumping old drama topics
« on: July 17, 2015, 12:37:24 PM »
That video was sent to you to highlight your poor grammar skills and hopefully make you think about improving them.

258
General Discussion / Re: Will brick transparency ever be fixed?
« on: July 16, 2015, 11:26:12 AM »
This is probably impossible to fix since this is a problem with the rendering engine.
In the rendering engine, objects are drawn separately. When handling transparent objects, the engine needs to determine which object is closer to the camera. Then it draws them in order, alpha blending with the objects behind it.
This method fails when such ordering cant be done, for example in the case of two arches where both can be occoluded by each other.
In here, this is probably the case and its a problem in the engine, a problem badspot probably cant fix.

259
Off Topic / Re: TALENTS!
« on: July 15, 2015, 01:11:29 AM »
origami (specifically modular/tessellations)
programming (specifically algorithms)
math

260
Gallery / Re: Blockland pictures
« on: July 15, 2015, 12:49:42 AM »
Or just set screenshot format to png.


(Not edited) I don't remember who this is and sorry for the super shift but



I indeed made those, on xalos' server. Here is the one i wanted to create:


You can create those by deleting the sky, setting the day-night cycle to the shortest length, then using the camera to look at yourself while moving towards/away from yourself.

261
btw my method is based off of this:

basically 1/sin(t) forms a line
if you take the absolute value of that it forms two parallel lines
if you use 1/cos(t) you get the same lines rotated by 90 degrees
and if you take the minimum of both you only get the square intersection of them.

262
im not sure if your method will work since from what i understood you are pushing every point inside the circle out of it. this can fail in case of r > s / 4 (try it for yourself). the resulting pushed points can lay outside of the square. also your method is really biased, where there will be twice as many points within 2r from the origin than outside of that.

263
-snip-


yea thats kind of wrong

from what i can see, you are doing several things incorrectly:
  • when you are checking if the point is inside the circle you are actually checking if its outside the circle, and you are overcomplicating it when you could just use {sqrt(x*x+y*y) < r}
  • when you do the vector rotation you are using the new value of x as the previous value of x when evaluating y. you could greatly simplify this by just changing the sign of X and Y randomly. (assuming the origin is at 0,0)
  • you could simplify the turnRad evaluation to {turnRad *= pi / 2}

264
my solution in pseudocode
Note: not uniform distribution but not extremely biased so its probably good enough for your usage.
(i might try and find a uniform solution later on)
currently biased towards the areas the circle is closer to the square.

Code: [Select]
function randomSpot(r, s)
{
    t = getrandom(-pi, pi)
    m = 0
    if((|t| > pi / 4) and (|t| < pi * 3 / 4))
        m = 1 / sin(t)
    else
        m = 1 / cos(t)

    m = |m|;
    m = getrandom(0, 1) * (m * (s / 2) - r) + r
    return (cos(t) * m, sin(t) * m)
}

EDIT: if you are working on the GPU which doesnt like branching you could replace
Code: [Select]
if((|t| > pi / 4) and (|t| < pi * 3 / 4))
        m = 1 / sin(t)
    else
        m = 1 / cos(t)
with
Code: [Select]
m = min(1 / sin(t), 1 / cos(t))

265
Drama / Re: Stupid Bans, Kicks, and Mutes
« on: July 06, 2015, 06:48:33 AM »
probably horribly distorted version of what actually happened but it was simplified for readability

266
Drama / Re: Stupid Bans, Kicks, and Mutes
« on: July 06, 2015, 06:48:09 AM »
permanently banned from serings' for claiming im going to save his map
basically i was building something
then he wanded it when he wanted to expand his build over
i got frustrated and started again
it was done and i wanted to leave so i was about to save it using buildbot but he disabled the duplicator
so i told him i need the duplicator to save and he ignored me
not knowing his paranoya, i told him that if he doesnt enable the duplicator then i have to save the whole map
then i got kicked by one of his admins for unclear reasons
when i came back i told (that admin) "stop acting like a 9 year old" (i was really frustrated about this)
next thing i know im permanently banned

267
Drama / Re: Summet- Admitting to useing the EVAL exploit
« on: July 06, 2015, 04:06:48 AM »
isnt this admittance to trolling?
and isnt that banable?

268
Gallery / Re: blockland quotes
« on: July 06, 2015, 02:28:05 AM »

269
Gallery / Re: blockland quotes
« on: July 04, 2015, 07:13:24 PM »













literally anything worthwhile from my screenshot folder

270
Off Topic / Re: Add yourself on the outdated flag map
« on: July 02, 2015, 04:31:26 PM »
add me

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