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Chris 🏃 🐧
Chris 🏃 🐧
@cr@chaos.social  ·  activity timestamp 2 days ago

yeah, definitely LLMs are trained on basically everything: Legal or illegal, it doesn’t matter.

#claude #llm #ai #gamedev

> Working...
whether (t1 >= ofs && t2 >= ofs) for he front child or (t1 < -ofs && t2
< -ofs) for the back child.
When the bbox straddles the plane, I need to find where it first contacts.
the plane during traversal. f moving from front to back, the contact point
is at ((t1- ofs) / (t1 - t2)). 

HIGHLIGHTED: I’m looking at how the Source engine implements this with box expansion.

Implementing box offset logic... I’m working through the math here—
when the normal components positive, | pick the minimum coordinate,
and when its negative, | pick the maximum. This gives me a signed
distance that's always non-positive, which effectively moves the plane
backward along its normal. The key insight s that this computes the.
> Working... whether (t1 >= ofs && t2 >= ofs) for he front child or (t1 < -ofs && t2 < -ofs) for the back child. When the bbox straddles the plane, I need to find where it first contacts. the plane during traversal. f moving from front to back, the contact point is at ((t1- ofs) / (t1 - t2)). HIGHLIGHTED: I’m looking at how the Source engine implements this with box expansion. Implementing box offset logic... I’m working through the math here— when the normal components positive, | pick the minimum coordinate, and when its negative, | pick the maximum. This gives me a signed distance that's always non-positive, which effectively moves the plane backward along its normal. The key insight s that this computes the.
> Working... whether (t1 >= ofs && t2 >= ofs) for he front child or (t1 < -ofs && t2 < -ofs) for the back child. When the bbox straddles the plane, I need to find where it first contacts. the plane during traversal. f moving from front to back, the contact point is at ((t1- ofs) / (t1 - t2)). HIGHLIGHTED: I’m looking at how the Source engine implements this with box expansion. Implementing box offset logic... I’m working through the math here— when the normal components positive, | pick the minimum coordinate, and when its negative, | pick the maximum. This gives me a signed distance that's always non-positive, which effectively moves the plane backward along its normal. The key insight s that this computes the.
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Bonfire social · 1.0.2-alpha.34 no JS en
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