u/Befirtheed
What happens when t = 0 here?
Lorentz Factor: 1 / sqrt(1 − v²/c²) = gamma (for simplicity's sake, Y)
Time dilation for general relativity: t' = t/Y
For any given value of c, as v approaches c, the energy needed to accelerate further approaches infinity. But if it were theoretically possible to input an infinite amount of energy, how would everything behave if t' = undefined? Because an undefined answer is useless is mathematics, so space wouldn't be affected by time, right? No cause before or after effect. What would space be like to the observer in motion?
I guess this is less of a math question and more of a physics question, but all roads lead to Rome (or in this case, math)
I'm playing as Ventus, right? I'm trying to combine 2 Aeroras and resetting to try and get Tornado. I've reset FIFTY TIMES and I still haven't gotten it. I gave it more enough time to turn into Tornado from Aeroga, and it still never happened. Are rare melds progression locked, or am I just that fucking unlucky?
Once upon a time, I started a little passion project (out of spite). I wanted to create a little 2D game, but you see the world from the 2D player's POV, which is just one line. To do this, I created a ray marcher from scratch. I have an array called viewables[] that tells the code what objects are available for the ray marcher to interact with, but it's only working with one of the three objects currently in it.
With obj_grass, it works perfectly, stopping at its bounding box as intended. But with obj_wood, it stops around a radius equal to the distance between obj_wood's origin and its nearest corner around the object instead of at its bounding box's edge. I fixed the issue by making obj_grass obj_wood's parent, but it's still weird and I wanted to let people know about it.
Anyways, here's the code block that's doing all the work, in case some people are curious:
if (counter = 0)
{
instance\_destroy(obj\_ray)
for (var n = 0; n < rays; n++)
{
xstepprevious = 0
ystepprevious = 0
step = 0
for (var i = 0; i < 100; i++)
{
xstepprevious = x + ((sin((pi \* (rotation + n - (rays / 2))) / 180)) \* (step))
ystepprevious = y + (-1 \* cos((pi \* (rotation + n - (rays / 2)) / 180)) \* (step))
var nearest\_dist = infinity
var nearest
for (var v = 0; v < array\_length(viewables); v++)
{
var contender = instance_nearest(xstepprevious, ystepprevious, viewables[v])
with contender
{
global.bb = point_distance(x, y, xstepprevious, ystepprevious) - distance_to_point(xstepprevious, ystepprevious)
}
xprevious = x
yprevious = y
var imageangleprevious = image_angle
image_angle = 0
x = xstepprevious
y = ystepprevious
global.bb = distance_to_object(contender) - point_distance(x, y, contender.x, contender.y)
image_angle = imageangleprevious
x = xprevious
y = yprevious
var contender_dist = point_distance(xstepprevious, ystepprevious, contender.x, contender.y)
if (contender_dist < nearest_dist)
{
nearest = contender
nearest_dist = contender_dist
}
}
instance\_create\_depth(xstepprevious - 0.5, ystepprevious - 0.5, 0, obj\_ray)
if (collision\_point(xstepprevious, ystepprevious, viewables, false, true))
{
global.dist = point_distance(xstepprevious, ystepprevious, x, y)
global.viewport[n] = nearest.my_color
global.viewportdist[n] = global.dist
break
}
step += point\_distance(xstepprevious, ystepprevious, nearest.x, nearest.y) + global.bb
if (step > 1000)
{
global.viewport[n] = c_aqua
break
}
}
}
counter = 2
}