Hexbear's resident machinist, absentee mastodon landlord, jack of all trades
Talk to me about astronomy, photography, electronics, ham radio, programming, the means of production, and how we might expropriate them.>
Hexbear's resident machinist, absentee mastodon landlord, jack of all trades
Talk to me about astronomy, photography, electronics, ham radio, programming, the means of production, and how we might expropriate them.>
FOSDEM was last weekend. What was your favorite presentation?
Fortress Friday - Beardrenched: Episode 7
State of Mozilla (RIP)
TikTok's new TOS explicitly states they're tracking gender identity and immigration status
Godot 4.6 has been released
Escape from BCacheFS
Fortress Friday - Beardrenched: Episode 6
US Regime Raids Home of Washington Post Reporter, Seizes Electronics
Fortress Friday - Beardrenched: Episode 5
Los Prisoneros - Latinoamérica es un pueblo al sur de EEUU
The World’s Memory of the World: Disco Elysium and its fictions
Fortress Friday - Beardrenched: Episode 4
Fortress Friday - Beardrenched: Episode 3
Fortress Friday - Beardrenched: Episode 2
Fortress Friday - Beardrenched: Episode 1
Introducing: Fortress Fridays
(F-Droid) An experiment in automated building from source, 15 years later
It happened again
WHAT DO YOU MEAN IT'S UNREACHABLE?
Dick in a Box
A common optimization in collision systems is to attempt to partition the scene. By using a structure like a quad/oct-tree (this is not the only way), you can first throw the objects into buckets based on which partitions their bounding boxes overlap, and then check collisions in all these partitions separately.Doing a first pass with rough checks (radius to radius is very cheap, essentially calculating whether the distance between two vectors is less than r1+r2) before doing more precise checks can also help a lot. A lot of these checks can also be optimized by e.g. squaring the radius for the sake of comparison instead of doing a significantly more costly square root to find the actual distance.