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{ | |
"datetime": "2025-07-15T17:30:43.141Z", | |
"text": "SMIB\nAPP 6:30 PM\n\nSpace Open! (For about 4h)", | |
"timestamp_node_text": "6:30 PM", | |
"rawAttrs": { | |
"aria-label": "15 Jul at 6:30:43 PM", | |
"data-stringify-type": "replace", | |
"data-stringify-text": "[6:30 PM]", | |
"data-stringify-requires-siblings": "true", | |
"data-ts": "1752600643.141999", |
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fn mandlebrot_sochastic_supersample(&self, x: u32, y: u32, limit: u32) -> Option<u32> { | |
// first we need to make the pisson disc of out sampling point and generate c for them | |
let cx = self.view_zoom * (x as f64 / self.view_width as f64 - 0.5) + self.view_x; | |
let cy = self.view_zoom * (y as f64 / self.view_height as f64 - 0.5) + self.view_y; | |
// this is the fast bridson algorithm first outlined here: | |
// https://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph07-poissondisk.pdf | |
let pisson_disc_sample = |cx: f64, cy: f64| -> Vec<Complex<f64>> { | |
let mut ret = Vec::<Complex<f64>>::new(); | |
let mut rng = rand::thread_rng(); |
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extern crate olc_pixel_game_engine; | |
use crate::olc_pixel_game_engine as olc; | |
use rand::Rng; | |
const SIM_WIDTH: i32 = 500; | |
const SIM_HEIGHT: i32 = 500; | |
struct FerrousCellular { | |
map: Vec<bool>, |
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#include <iostream> | |
#include <chrono> | |
#include <random> | |
#include <vector> | |
#define SIZE 10000 | |
using namespace std::chrono; |
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float floorY = 600.0f; | |
float drag = 0.01f; | |
float wallW = 20; | |
class Ball { | |
float x = 150.0f; | |
float y = 300.0f; | |
float g = .1f; | |
float vY = 0.0f; |
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template<class T> | |
struct Vec3 { | |
T x, y, z; | |
template<class P> | |
Vec3(P x, P y, P z) : x(x), y(y), z(z) {} | |
template<class P> | |
Vec3(P all) : x(all), y(all), z(all) {} | |
Vec3() : x(0), y(0), z(0) {} | |
inline Vec3& cross(const Vec3<T>& v) { | |
return Vec3 { |
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#define OLC_PGE_APPLICATION | |
#include "olcPixelGameEngine.h" | |
#include <iostream> | |
#include <vector> | |
const int MAP_WIDTH = 40; | |
const int MAP_HEIGHT = 40; | |
struct Point { |
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#pragma once | |
const float DEG2RAD = 0.01745329251994329576923690768f; | |
const float RAD2DEG = 57.2957795130823208767981548141f; | |
inline float ToRadian(const float Degree) { | |
return (Degree * DEG2RAD); | |
} | |
inline float ToDegree(const float Radian) { |