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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Squash Monster
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Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 504/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-17-05 07:18 AM, in Super Mario Plays Basketball in the Streets!!!!! Link
Why are people arguing about this in here?

If Ziff is right, EA is going to own Nintendo whenever it wants to (literally and aliterally). Putting Nintendo characters into a basketball game isn't going to somehow magically make it possible. If EA wants to buy Nintendo and Nintendo is willing to sell, then Nintendo will be sold, basketball or not.

My personal prediction: If EA tries to buy, Nintendo will not agree to it. Nintendo doesn't seem to care about being the dominant power in the industry as long as it is getting profits.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 505/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-17-05 08:02 AM, in Awesome German Commercial! Link
Predictable.

But the noise at the end. No, after that. It made my ears hurt, a lot. Like, it felt like they would explode, 'cause like, it echoed in my ears and the noise went five times and it was like there wasn't enough room for the sound in the end.

You suck.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 506/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-17-05 08:55 AM, in Pokemon teams!!!!! Link
Alright, I decided to try my hand at making a team.
I am afraid to actually battle though, becouse I know none of the new pokemon.

Anyway, here we go.

Forretress @Liechi Berry
Giga Drain
Rest
Spikes
Toxic
Bold nature (+ Defence, - Attack)
252 Defence EVs
252 SP. Defence EVs
6 HP EVs
Comments: Spiker/stall and anoyance tank.

Marowak @Thick Club (Rock Head)
Earthquake
Brick Break
Counter
Double-Edge
Adamant nature (+Attack, -Sp. Attack)
252 Attack EVs
92 Defence EVs
92 SP. Defence EVs
74 HP EVs
Comments: Physical sweeper

Clamperl @DeepSeaTooth
Barrier
Ice Beam
Surf
Toxic
Modest nature (+SP Attack, -Attack)
252 Defence EVs
252 Attack EVs
6 SP Defence EVs
Comments: Special sweeper and physical tank.

Metagross @Choice Band
Brick Break
Earthquake
Rock Slide
Shadow Ball
Adamant nature (+Attack, -SP Attack)
252 Attack EVs
252 SP Defence EVs
6 HP EVs
Comments: Spare tank/sweeper

Shedninja @Lum Berry
Aerial Ace
Dig
Protect
Shadow Ball
Lonely nature (+Attack, -Defence)
252 Attack EVs
252 Speed EVs
6 SP Attack EVs
Comments: Emergancy tank sweeper thing

Blissey @Leftovers (Serene Grace)
Aromatherepy
Softboiled
Fire Blast
Thunderbolt
Calm nature (+SP Defence, -Attack)
252 HP EVs
252 SP Defence EVs
6 Speed EVs
Comments: Medic/tank


So, what'd I mess up?


(edited by Squash Monster on 01-16-05 11:56 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 507/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-17-05 11:00 PM, in Pokemon teams!!!!! Link
Whee. Thanks.

I swear those berry names change at random. I would have swore I put the one that restores sleep on Forretress. Which would of course make a lot more sense. However, I like your version better anyway.

How often do two physical sweepers end up fighting eachother? I figured it'd be fairly common, because back when I played used to play, it was basically two teams of fairly well built physical sweepers beating on eachother. That was the logic behind using counter. I never would've bothered to calculate out how useless brick break was there. And substitute is really comon? I guess that makes sense if everyone is competant.

How exactly does choice banding work when it's done right?


No other questions on that. I like how this works. Thanks.

Or, actually, I guess I do have a question. I remember back in the old days, playing Pokemon Stadium, my favorite mode was the one where pokemon were all limited to levels 15-20, with a max combined level of, I think, 100.

Do people ever play like that online? Any thoughts on how that'd effect the game? All I can remember is Dragon Rage utterly owning.


EDIT: And on your question about Gardevoir, I think the general build would be Toxic, Wil-O-Wisp, Thunder Wave, and Psychic. Two HP drainers, a way to slow down the curing, and a high-powered STAB type of move for when that's set up.


(edited by Squash Monster on 01-17-05 02:00 PM)
(edited by Squash Monster on 01-17-05 02:04 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 508/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-18-05 08:08 AM, in You know, I'm not that great at all [warning: long post on scrollbar layout] Link
I know how you feel, I have the engine, graphics engine, and the harder half of the level generator for my current game project sitting around on my hardrive and it hasn't been touched for at least a week. I kinda lost momentum when I started a recode and an attempt at making a better 3D graphics engine thingy.

I find the most difficult part to be dealing with gravity, making things not fall through objects when they go too fast and such. I typically store all coordinates in two variables, one for tiles and one for pixels off of that tile, becouse, along with capping the speed at one tile per second, it makes it possible to ignore a lot of the weird collision stuff.
Does any specific part give you trouble?

If it'd help, I could whip up a platformer engine pretty quickly if you're alright with Java (well, I guess I could put up with VB6).
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 509/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 01-18-05 07:35 PM, in Catnip Dreams - a home-baked GBA hentai game by Kawachan [DEMO] Link
Heh, that was interesting.

How long are you planning on making the game?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 510/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-22-05 03:18 AM, in Your ROM-hacking WishLists! Link
I'd like to see more universal editors: currently, we've only graphics editing programs, assemblers and dissasemblers, and the utility emulators.

I'd also like to see less VB (and less snipes at VB users). VB is only really reasonable for two types of programs: those with more graphics than code, which we ROMhackers don't exactly do, and programs to edit small or repeating sets of specific data. VB is a good language for something like SABS, and a bad language for something like, say, EggVine.

And finally, I'd like to see more Java. EggVine would be twice as powerful and would've taken half as much time to code if I knew Java at that time. Just think of how much farther along we'd all be if all the VB programs doubled in number and power (and were crossplatform as an extra bonus).

Originally posted by iamhiro1112
Anyway, my Rom Hacking wish list is to have colorized versions of mario land 1-3. I know there is a gb colorizer, but it only gives you 4 shades of color. I think from there you would have to do some asm or something and recolor each tile. Pretty time consuming I imagine.
gb colorizer will give you 8 sets of 4 colors for sprites, and 8 sets of 4 for background. It's actually a pretty good number if one plans ahead and such. I don't know if the GBC could support more pallets, but if you wanted more colors per tile, it'd be a whole lot more than assembly work -- it'd be recoding the entire game to work on a GBA.


(edited by Squash Monster on 01-21-05 06:24 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 511/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-22-05 03:45 AM, in Object Oriented Programming Link
I love object oriented programming . (And I use Java.)

I do most of my programming for games, and it feels very natural to just set up a big class to hold all of the different aspects of the game and tell them each to go do their thing. I find it much preferable to the ol' array of x coords, array of y coords, and for loop with all of the code for each different things in the game.

My only problem with object oriented coding is that it makes me too excited about being able to make re-usable classes, and I waste a bunch of time trying to minimize the number of classes that have project-specific code. Then again, I'll probably think that psuedo-flaw is the greatest thing since the for loop as soon as I've been doing object oriented coding long enough to start actually re-using those classes.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 512/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-23-05 06:22 AM, in We are whole Korean. Link
I think he's asking for how to use the hidden features in Lunar Magic.

Does anyone know where the thread is that explains that?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 513/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-25-05 06:58 AM, in Object Oriented Programming Link
Sometmes my school doesn't let students use the computers during exams even though they easily have enough. There are just too many ways to cheat using a computer: remember, half the students who take these classes have cheated on every test where they've had access to a graphing calculator since sixth grade. The reaction around here is way out of proportion: it's not like they're completely seperating the use of a computer from a class about computers, they're just keeping them away from the exams.

As for those abstract theories, I think they're much more useful than anything else in the feild. I'd much rather learn Bresenham's line algorithm or A* or recursion than one of the subtle nuances of a single programing language.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 514/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 01-26-05 06:34 AM, in Surprise! Take a look at what I've been working on Link
EDIT::
This thread will make no sense if you don't understand a bit of background, so I'd better put that in.
I originally started this thread as a joke on the SMW hacking community, who rather quickly saw that it was a hoax. Farther on, I admit the fake, and show off the screenshots for the actual game I'm working on. That starts with a bit post full of links, go look for that.


I've been working on this hack for a few months, and decided that it has come far along enough to show off and get some comments.

I'll let this screenshot do the talking.





(edited by Squash Monster on 01-25-05 09:45 PM)
(edited by Squash Monster on 02-01-05 12:40 AM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 515/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-26-05 06:47 AM, in Surprise! Take a look at what I've been working on Link
What, do you think this is SMB1 or something?
I'm using those sprites becouse the graphics mode I switched it to only has four colors per tile, and I don't have enough artistic talent to make new sprites, so I just used these, which conveniently also use four colors.


(edited by Squash Monster on 01-25-05 09:48 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 516/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-26-05 10:21 PM, in Surprise! Take a look at what I've been working on Link
Hmmf, so much for fooling people.

It's real, but it's not SMW. This is something entirely different that I've been working on for a while. Let's have a story before I explain myself though.

First, we have some screenshots showing where my project was a while ago. You can change the URL all the way back to SS1 if you want to see how far this has come.
http://squashmonster.tripod.com/Treasure/treasureGameSS8.png
http://squashmonster.tripod.com/Treasure/treasureGameSS9.png

Next, a nice shadowing system I made.
http://squashmonster.tripod.com/Treasure/treasureGameSSA.png
http://squashmonster.tripod.com/Treasure/treasureGameSSB.png

And finally, I added an extra axis of rotation so more people could see the 3Dness. The first pic has the first three colors I thought of, the second uses the same colors as the previous screenshots. However, I've not re-done the shading part of the engine so that it would work with the extra axis of rotation.
http://squashmonster.tripod.com/Treasure/treasureGameSSC.png
http://squashmonster.tripod.com/Treasure/treasureGameSSD.png

Now, I've been showing Jesper these, and when he saw number D, he said it looked like Chocolate Island. So I joked about adding in a pipe and showing it off at the SMW forums. Some brain storming and some egging on later, I did. Hi.


Though, I think this is entirely within the SNES's capabilities. Except the resolution, I flubbed on that. The shadow that everyone complained about would be pretty simple to pull off, I'm sure I've seen semi-transparent stuff before, all that's needed is a quick overlaying of that. I was going to say something about having rotating and scaling on the sprites, but not getting it to work right, and working around it by setting them to angle strait forward. That type of thing has a tendancy to create new colors out of nowhere, you know. And some optimisation would make my code well within the processor's power. Not that I'm trying to give anyone any ideas or anything .
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 517/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-27-05 06:25 AM, in Surprise! Take a look at what I've been working on Link
Kirby ATW is very close to right. It's a 3D/Isometric treasure hunting game, in Java (so no SNES, sorry). It's not actually technically properly 3D or isometric: the landscape can be rotated freely along two axis of rotation, so it's not isometric, but there is no distortion based on distance from the camera, which makes it not really 3D. I call it the barn-eyed lense effect, myself. It's quite a step up in graphics from the game I programmed on the calculator that I based this all on .

It runs smoothly on my computer while running a number of applications, so I think it should run well on computers with medium to upper processing power. There are some pretty complicated optimizations I want to make at the moment that should help a great deal, so maybe that'll help out with the computer specs.

At the moment, I need to do the following before I consider it complete and releasable:
--rebuild the lighting engine (this could take a while if I do it as well as I want to)
--optimise the room drawing (this will take a while)
--tie the player controlls back in (latest version was bare-bones, so that was missing, it should be a copy paste job)
--finish the dungeon generator (I might have to learn some more Java, but it's mostly done)
--write the monster AIs (the version I programmed on the calculator had three distinct monsters that I should be able to code at a half hour a peice, so this isn't too bad)
--write a bunch of glue code (between dungeon transitions, between room transitions, general stuff that either takes a few seconds or aggravates for hours)

The general format of how the actual game is played is simple. You start up, you get a rules page, you get a journal page from the main character, you're dropped into a randomly generated one room dungeon like the ones featured in my screenshots. There is a treasure chest and a hole in the ground in this room. Simply grab the treasure and hop down the hole (you'll automatically jump over the hole if you try to do that backwards). This lets you view another one of those journal pages and then puts you in a larger dungeon, with two randomly generated rooms connected to eachother. It'll be easy enough to tell that you can go off the edge of one room and into another becouse areas you can't enter are bordered with really high cliffs or bottomless pits (depending on where they are, for visability purposes). Grab the treasure, hop down the hole. This proceeds with increasingly complicated dungeons (number of rooms increases every dungeon, each dungeon has a different random floorplan). The dungeons themselves are nothing to worry about, but as you get deeper into the game, the number of monsters inhabiting them increases, and you are unarmed and must rely on good manipulation of the terrain and fast reflexes to get by them.
The game's trademark monsters:
--Slime - a simple critter that moves around more or less randomly, but can climb walls if it so chooses. Later levels will show smarter behavior for the slimes, and possibly deadly slime trails or other such hazards.
--Dire bat - a fast flying creature that flys at you in a strait line. Probably will be dumb enough to trick into running into a column in early levels, but get smarter later on.
--Mimic - a fake treasure chest that sprouts legs and fangs when you near it and starts chasing you. These are generally deadly, but are very lousy at climbing, and can be evaded by using the terrain.

And there you have it. If anyone is interested, I'll post a thread in game development and we can close this.


(edited by Squash Monster on 01-26-05 09:28 PM)
(edited by Squash Monster on 01-26-05 09:31 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 518/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-27-05 03:12 PM, in Surprise! Take a look at what I've been working on Link
Sounds fine to me. Thanks BMF.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 519/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-27-05 11:40 PM, in Is there a Mortal Kombat Editor? Link
What is there to edit?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 520/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-28-05 01:02 AM, in Nearest point on a plane to a point Link
I have a polygon and a point, both in 3D space. I'm trying to find the closest point on that polygon to the point. Does anyone know how to do this? (If it helps at all, I have the polygons stored as arrays of x,y,z coords, nothing complicated.)

(What follows is an explanation of why and of what I've tried so far.)

I'm working on a game. There's a lightsource which determines the brightness of parts of objects. Originally, all of the objects were rectangular prisms, and I calculated the brightness that should be received at two points and made a gradient. Now, I've added the ability to draw 3D polygons, and I want to use this to optimise the drawing of the room -- I'll find all of the sides of rectangular prims (the rooms are made of an array of boxes) that create a single flat surface and turn that into a polygon, thus making there be less needed to draw (and this won't take much time becouse I can just run it once per room of the game).

However, this optimisation, whenever I get around to it, will result in some large polygons, and the closest point to the light for each polygon will be likely to be near the center rather than the sides, which will create really ugly shading if I continue to just choose two points arbitrarily to shade. So, I decided the best way to shade the polygons would be to divide them into multiple parts centered around the closest point to the lightsource then shade each part seperately.

This, unfortunately, requires me to find the closest point to the lightsource on that plane. Like most problems in this project, I tried to solve it first by doing the 2D version -- in this case, the closest point on a line. I eventually came up with a pair of equations that would intersect at the point:
y = ((a-c)/b-d))x + f - ((a-c)/(b-d))e
y = ((b-d)/(a-c))x + a - ((b-d)/(a-c))b
Where (a,b) and (c,d) are points on a line and (e,f) is the point that we're trying to be near to.

I was having trouble solving this set of equations, so I plugged it into my calculator, and got these (if I copied them off the screen correctly):
x = (a^2*(b-d+e)-a*(b*(c+f)-c*(d-2*e)-d*f)-b^3+2*b^2*d+b*(c*f-d^2)+c*(c*e-d*f))/(a^2-2*a*c-b^2+2*b*d+c^2-d^2);
y = (a^3-2*a^2*c-a*(b^2-b*(d+e)-c^2+d*e)+(b-d)*(b*(c-f)-c*e+d*f))/(a^2-2*a*c-b^2+2*b*d+c^2-d^2);

This is a problem, becouse those are really bloody complicated, and my plan was to use this with the lines made by two different sets of points on the polygon, find the lines perpenducular through each of those that passes through the point that found, and then find the intersection of these last two lines. This is something that would have to run a good number of times each frame, so I'm afraid it's not only too complicated for me, but also for the computer.


So, anyone have a better way to do this?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 521/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
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Posted on 01-28-05 01:38 AM, in Easiest Language to learn and why you wanted to learn it Link
Most people who like case insensitivity are thinking of something like VB's holding-your-hand-for-you IDE that fixes your capitalization and makes it match whatever you declared it as. I actually think it'd be a nice feature to have in an IDE with some slight modification: select a variable and add it to a special autocaps list, and it that word automatically assumes the capitalization you gave it as long as you're working on something within that variable's scope. Heck, with a setup like this, I think even the whole thisIsAVar and this_is_a_var being the same idea would be pretty cool.

Bad for a compiler, good for an IDE. Compilers shouldn't have to do any more special interpretation than ignoring whitespace. IDEs should do as much as their creators can manage.

The easiest language I learned was HQ9+. I learned it because I was reading about esoteric programming languages, and figuring out what HQ9+ is and learning it are about the same thing. See, HQ9+ has four commands. H prints "Hello World!", Q prints the program's source code, 9 prints the entire text of 99 Bottles of Beer on the wall, and + adds one to the accumulator. Congrats, you know HQ9+!

The easiest real programming language I learned was Java. I found TI83 BASIC and VB to be as easy as using a hammer, but Java feels as easy as using one of my own arms (well, most of the time).


(edited by Squash Monster on 01-27-05 04:44 PM)
(edited by Squash Monster on 01-27-05 04:45 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 522/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-28-05 02:35 AM, in Nearest point on a plane to a point Link
Um, yes, that would calculate the distance between two points. I don't see how I could use that to figure out what I'm looking for, unless I brute forced it, which is not an option.

To clarify:
|C
|
|
|B *A
|
|D

Given A, C, and D, I need to find point B, the point on line CD that is closest to A.
(That's the 2D version, not the 3D one)


EDIT: Heh, it's alright. Your version of the 3D Pythagorean Thearom was better than mine, so I at least learned something. It was sqrt(x^2 + y^2 + z^2), right?


(edited by Squash Monster on 01-27-05 05:36 PM)
(edited by Squash Monster on 01-27-05 05:37 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 523/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 01-28-05 04:23 AM, in Nearest point on a plane to a point Link
That's almost exactly what I used, but you made me realise that I forgot to take the negative when I got the reciprical. Well, that changes everything. I wonder if it'll be much better though.

And cool, that's much easier to calculate for the computer than the pythagoras of the pythagoras method.
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