Exactly! In base π the answer is 1! Use base π !Pi Day is stupid and people who memorise many base ten digits of π are idiots.
explaining: our normal digits are in base 10. Computers use base 8 (octals) and base 2 (binary), for example.
Exactly! In base π the answer is 1! Use base π !Pi Day is stupid and people who memorise many base ten digits of π are idiots.
What set of digits would you use for that?Exactly! In base π the answer is 1! Use base π !
Making portal graphics in the more common vertex based engines is quite easy anyway; just render the scene twice, once from the PoV of the player character and one from the output of the portal, then render the one from the portal inside the input portal. Of course in the game portals are bi-directional and you might be able to see both portals in which case you'd need to render three PoVs, and I dare say you could limit the screen area you need to render for at least half of the scenes with a very minimal number of spottable differences (maybe shadows would be borked for example). In a ray tracing scheme you'd need to implement a magic wormhole that takes rays heading into the input portal and translate them over to the output portal for every ray that goes there, and I'm not completely sure whether that's more or less easy to implement in practice.
I installed GerdaOS on my Nokia 8110 a short while back, and despite it still being in alpha things have been going well.
Does anyone know, where KDE folk maintain Plasma's visual assets like checkbox or radio buttons, that look like that. I've file-searched quite some repositories in github.com/KDE for svg and png, but no luck so far. Or, do they maintain, in some obscure repo, some Brainfuck code, that produces the graphics on demand?