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/sci/ - Science & Math


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10447807 No.10447807 [Reply] [Original]

To waste your lives feeling so certain of a thing, only to see it dismantled from the inside out...
Now, suddenly, the rug has been pulled from under the feet of you dreamers. I can imagine how lonely you must feel deep down inside, bearing such pain.
That is the beauty, that is the terror of mathematics. There's no getting around a proof.
Don't blame yourselves; instead, blame history, and the human spirit. To whet mankind's thirst for knowledge, history gave us Galileo, Newton, Darwin, Einstein, Godel, and now Wildberger gets his turn.
You must either move on, or get left behind. The choice is yours.

>> No.10447810

nice blog but what are you talking about
t. undergrad maths

>> No.10447817
File: 195 KB, 1650x1050, wildberger.png [View same] [iqdb] [saucenao] [google]
10447817

>>10447810
>nice blog
I swear all you unenlightened lamebrain newfags better fucking leave this wholesome board right now or else!!!

>> No.10447830

>>10447817
Wildberger not wholesome he make me sad :(

>> No.10447834
File: 89 KB, 666x1024, 1542828485231.jpg [View same] [iqdb] [saucenao] [google]
10447834

>> No.10447835

Wildberger actually has some decent videos on introductory algtop, haven't noticed anything ultrafinitist at a glance.

>> No.10447841
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10447841

>>10447834
go away reals!

>> No.10447865

>>10447841
I do believe that a 3d game engines performance can be improved a lot if we wouldn't allow double digit precision in 3d space.

Instead we should just accept that "close enough is good enough" and set limits to everything, f.e. the smallest movable unit in a game engine would be 0.0001cm and the biggest unit is X (undefined but it exists) because more and less doesn't make much sense. Then apply this to physics. F.e. it could be like this: It doesn't make much sense to go smaller than a planck unit and than the number of all atoms ^ the muber of all atoms.

We specify how many numbers we will need to describe a problem.

F.e. instead of saying 1/3 is 0.3333... we would say 1/3 is always 0.33 because we define 1/3 to be a physical calulation that has to have end at some point that we define f.e. E = 0.001.

>> No.10447877

>>10447865
You have no clue how gane engines work now do you.

>> No.10447878

>>10447865
it would actually be better if 3d engines are written in functional programmring languages so the resolution can always.

floating point decimals are what is wrong with 3d simulations on computers and the reason why we cannot have infinite zoom in 3d

>> No.10447897
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10447897

dumbass btfo by one simple triangle boy, lmao

>> No.10447925 [DELETED] 

>>10447877
Sorry I just have a few years of exerience in working with Unity, Unreal, JMonkey and Slick2d as well as Three.js (tries to be an engine). The bottleneck is the CPU when moving many objects in a decimal space and using doubles or floats.

Bet you never ran a profiler lmao

>> No.10447931

>>10447925
Ah, I also wrote a reversible computer in a cellular automaton using tofolli gates in SDL2 in plain C.

Pic related is you.

>> No.10447935

>>10447925
>a few years of experience in Unity/UE
Mate, I've been writing engines from the ground up since my bachelor project. I remember it well because I had to skip the release of one of the WotLK raids in WoW, so a bit more than "a few years".

>>10447931
But you are too retarded to attach a pic the first try.

>> No.10447942

>>10447935
Here it is. But I actually managed to delete the other post.


>>10447935
You wrote an update loop and called some GL functions, congrats

>> No.10447943
File: 87 KB, 674x506, Quoti+used+to+be+a+total+top+dom+and+now+_80faa78125ccf4fb29026b37caa5fe22.jpg [View same] [iqdb] [saucenao] [google]
10447943

>>10447942
lol I'm just too high today bro

>> No.10447954

>>10447935
The reason I am raging about this is that ppl tend to throw shit on the scene and then stuff gets slow and everybody acts like "oh wow how did that happen". Then you preallocate everything and it works but if we could just stop at all calculations at decimal point 4 things would be way faster.

see here https://en.wikipedia.org/wiki/Computational_complexity_of_mathematical_operations
and here https://en.wikipedia.org/wiki/Long_division

for complexity analysis

>> No.10447981

>>10447954
That I agree with, no reason to get defensive. I just can't work with an engine that hides something from me, but I'm not releasing games, just testing shit like ray tracing optimization before publishing papers. Obviously UE is mire suited for an actual game, so your experience might very well be more relevant than mine.

>> No.10448031
File: 1.00 MB, 1181x1339, 1538331394102.png [View same] [iqdb] [saucenao] [google]
10448031

>>10447897
>dumbass btfo by one simple triangle boy, lmao
https://www.youtube.com/playlist?list=PL3C58498718451C47
Do you even like math?