[Podcast]s are blood. [Podcast]s are life. Devote your ears
Many of us listen to podcasts! I mean, that's why you are here in this thread, yeah? Yeah.
Webster's dictionary defines Podcast as " a program (as of music or talk) made available in digital format for automatic download over the Internet"
There you go. That explains it all, I hope?
podcasts are bullshit
Yeah that checks out.
The Spooky thread is thataway.
Podcasts aren't real. Stop trying to scare people.
not great, to be honest!
edit: not something to discuss here, though
Not the 12th headmaster, a dude named twelfth who became headmaster of divine robot hacking school not entirely unlike Hogwarts?
all classic top notch npc names
In case anybody's wondering who this amazing weirdo is...
Hope it gets better!
But second and most importantly, that thing had a meatless modifier for the burgers. In fact, that's the only one. Who tthe fuck orders a meatless Big Mac? Is that a thing? But you can't even put in no onions? What the fuck?
I have heard of these "cities" before. So many questions. First off I've seen these giant metal houses that kiss the sky in games, how much room does one family need? Also, where are the cows and sheep and other farm animals in these "cities"? And how in the word is their enough oil for all the lamp posts? And yadyadyad you get the joke.
Wait do they mean like a veggie burger or just tomatoes and lettuce between buns
Tumblr | Twitter PSN: misterdapper Av by Satellite_09
who wants to make a friends at the table listen-along podcast
INSTAGRAM | ART TUMBLR | OCCASIONAL TWEETS
Switch Friend Code: SW-1406-1275-7906
...For maybe a day and a half"
I assume they're huge because of people with disabilities or who just aren't used to the tech
it's still the best of all time, no matter what speed says
A surprising number of old people eat at McDonalds.
I try to avoid the drivethrough. It makes a bigger pain in the ass to go "Hey, there's only 3 boxes of chicken nuggets in here, I ordered 4!"
my brother bought a 2DS a few weeks ago, solely for Ouendan
turns out its design is useful for something other than being a doorstop!
INSTAGRAM | ART TUMBLR | OCCASIONAL TWEETS
Man that show was absolutely wretched
The picture looked like a Big Mac with everything and no patty of any kind!
Like just three buns, lettuce, onions, sauce
what the fuck
so i'm workin' on a mobile game. the idea is that you are presented with a square, which then randomly breaks into two smaller shapes that fit together to form the square. Then those two pieces break into two smaller pieces, and so on for some arbitrary number of steps until you have a decent number of "puzzle pieces." I want all of them to stay in formation as a square, before flying apart in random directions, at which point the player has a very small time limit to reassemble them.
All these shapes are represented primarily as an ordered pair of vertices, and the new, smaller shapes are created by generating a series of vertices that define a jagged line that cuts through the larger shape. The larger shape's vertices are broken into two segments, the ones on one side of this line and the ones on the other side, and the new set of vertices is appended to each pair to create two new sets of vertices which gives two new shapes.
here's where the tricky part comes in. I want these shape's initial positions to be where they would go to overlap the larger shape they came out of, so that all of the shapes combined make up the initial square. And I am clueless about how to do that. In retrospect I'm not even sure it's possible; I'm basically saying that I want to algorithmically solve the jigsaw puzzle that I've randomly generated. Even if that is doable, it might be too much work computationally. For an example of why this is so hard, imagine that the initial square is broken into two pieces by "shaving" a small horizontal stripe off of the bottom. There's two possible solutions to how these shapes could fit together: the strip piece could go below the larger mass or above it, and it's impossible to say which it should be.
My gut tells me this isn't a problem that can be solved, or at the very least, one that can't be solved efficiently. But if anyone has any ideas i'd love to hear them
I haven't coded in years so forgive me if I misunderstand your problem.
no no it sounds like you got it
the problem is that as i've got this implemented, i don't have control over the positions of the vertices
i have a game object that has a mesh defined by the vertices, and that's what I can position
and its position is defined by Unity as wherever its centroid is, and the vertices are relative to that
what i could maybe do is calculate the distance between the vertices and the centroid to determine the absolute position of the vertices, and then move the new shapes so that those positions match up?
As for the player side of it, the idea is that there is a square shaped border around where the square is initially drawn
any mass that's outside of the border is culled and deleted, and in the following round, a new, smaller square is created with an area equal to the summed areas of all the polygons within the square, and play continues until the square's area falls below some arbitrarily low threshold