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Thread: [E2] Tracing Systems

  1. #11
    Wire Sofaking feha's Avatar
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    Default Re: [E2] Tracing Systems

    *bumps*

    Added a lil documentation and a cl_intersection file (Remember that it MUST have cl_=.

  2. #12
    hurrr physics Tolyzor's Avatar
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    Default Re: [E2] Tracing Systems

    Quote Originally Posted by Lyinginbedmon View Post
    I just realised why this has been nudging at the back of my head all day...

    You could use it to refine learning codes using invisible simulations.

    So with gBrain, you could use it in a code to ensure that the chassis only actually starts moving itself around once it's reached reasonable efficiency, not from the ground up.


    I know this is an oldish post but meh. Running "invisible simulations" has been done ever since the first wire auto artillery or maybe before, its called mathematical modelling. An invisible simulation to allow "learning" rather than just a single analytical solution, is used whenever an iterative calculation using feedback is performed.

    This addon does not allow anything new, it just means some geometry problems are a lot easier/feasible to solve and as such is a really good idea.
    Comprehensive Gmod physics guide - Ballistic trajectory with drag - Autodyno engine performance test
    Quote Originally Posted by janvos2506 View Post
    i just going to type the code over and over again and maybe il remeber it then
    Don't make the mistake these skydivers did and use any of my Gmod physics models for real life situations...

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