Silly #Geometry#Poll. If you had to pick one of these regular polygons, which one would it be? I'll try to make a pretty #Tiling based on the responses.
Is there an existing mathematical name or definition of how the circle responds to dragging a point and how the rectangle responds to dragging? #math#geometry
#PhysicsFactlet
If you sample N points uniformly on the unit sphere, take for each the halfway point to the north pole of the sphere, and then project is on the x-y plane, you obtain N points sampled uniformly on the unit disk.
Me, trying to figure out how to implement basic drag functionality in #Bevy#BevyEngine UI without the cursor jumping to the mid-point of the dragged rectangle.😬
If we're going to talk about an X, I'd rather talk about this one: the wonderfully weird Red Rectangle nebula, located 2300 light years away in the constellation Monoceros. #science#geometry#astrodon
Good evening, all you lovely logic gates, flickering out there in the dark. How about a challenge tonight?
You have a freshly generated cube sitting in front of you, aligned to the world axes (or axiseseses, if you prefer). You want this cube standing on one corner, with the opposite corner directly above it. How do you rotate the cube?
It's #TilingTuesday - today some #polyhedra - here I tile a cube from 8 identical pieces - each one dodecahedron and three halved bilunabirotundas. There are holes in the model, but actually these shapes can tile space.
#maths#mathematics#mathematiques#geometry#geometrie
Vous vous souvenez peut-être de ce propos (débile) de l'ancien ministre de l'éducation nationale Luc Ferry : « les maths ne servent strictement à rien au quotidien. »
Démonstration avec quelques applications de la géométrie pour adapter une moquette aux coins.
Il y en a plein d'autres applications.
(En réalité, il ne se passe pas un seul jour sans que les maths ne s'invitent à moi dans un cas concret du quotidien, dans la vraie vie...)
Yet another classic, at last found its way to my library.
I'm wondering. If #computability and #unsolvability theories are mostly concerned with the existence of algorithms for classes of problems, if one could prove or disprove such a thing (class of theorems?) starting from #geometry.
I'll explain. I've recently understood (Steenrod et al, "First concepts of topology") that #topology is mostly concerned in proving existence theorems. The subject matter of this book sounds, in a way, like an attempt to prove such theorems. So naturally I came to wonder if anyone had attempted tackling them with topological means and tools instead. I haven't looked to see if this question even makes sense, but my humble instinct says that maybe yes, and that most likely at least someone has worked on it in the past.
Has any of you #gamedev people ever had issues with negative scale in an #animation? Our #3D#artist loves to flip things by just applying negative scale, but it makes it into the animation #keyframes. That means the entire #geometry is flipped, including the #triangle winding order. This ultimately turns the mesh inside-out. I wonder if anyone ever came across this?
How can you figure out the average volume of a hole in Blackburn, Lancashire simply by counting them? I mean, you don't know their total volume to begin with. Makes no sense. Lennon was clearly tripping.
A wild new shape appeared, I call it a sqrt(2) ball, maybe it has a better name. It has square, triangular and rhombic faces. I built it with prisms and rhombohedra with sqrt(2) rhombuses, as well as square pyramids, tetrahedra, and regular triangular prisms. All with the recently updated @hedron app #Polyhedron#MathArt#Geometry#Hedron
So here I am, like a fool, designing my own voxel engine from scratch.
And, like, a fool, I've decided that I don't particularly like cubes, and maybe I should find some more interesting arrangement/shape of voxels.
Unfortunately for me, cubes are the only platonic solid which can tesselate a 3d space. There are other polyhedrea that can fill space, but... well... they're kinda weird. So, like, do I intend to build a voxel engine around gyrobifastigiums?
...I have some other avenues to pursue. For instance, the arrangement of voxels doesn't have to be the same as the shape of voxels - I could have a grid arrangement and just render them non-cubically, right? But there is a part of me that genuinely is tempted to go the gyrobifastigium route or something.
And then again, maybe I should keep things simple and just start with cubes. Cubes have a lot of useful properties. They map trivially to 3d arrays, for instance, which I'm not at all sure about for some of these other polyhedra.
Testing/debugging the dynamic tessellation feature of the upcoming thi.ng/geom-webgl interop package... This will provide a single polymorphic function to convert https://thi.ng/geom shapes into WebGL binary data & model/attribute specs, with lots of options for memory layout, indexing, instancing and other advanced usage...
By default (and as shown here), polygons are tessellated via ear cutting[1], but users have a choice of 9 other algorithm presets (or their own custom ones), incl. iterative application of multiple tessellation strategies..