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The Floating Point Matrix

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ScrungleBlumpkus
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The Floating Point Matrix Empty The Floating Point Matrix

Post by Conundrumer Wed Dec 30, 2015 4:29 pm

The Floating Point Matrix

Each sector has exactly 2^52 * 2^52 possible coordinates.

save file (as .json)
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Post by ScrungleBlumpkus Wed Dec 30, 2015 5:11 pm

PLEASE DO A HUGE EXPLANATION OR A PAPER ON WHY THIS IS THE CASE HOLY SHIT
I WANT TO SEE MAFFS
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Post by Sheldon Wed Dec 30, 2015 6:25 pm

WE NOW HAVE 24 DIFFERENT LOCKABLE KRAMUAL AIRTIMES. 12 Kramual and 12 Sheldonuals
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Post by rabid squirrel Wed Dec 30, 2015 7:41 pm

Can someone explain what is happening in this thread
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Post by Fauxfyre Wed Dec 30, 2015 8:10 pm

rabid squirrel wrote:Can someone explain what is happening in this thread
If I'm correct, Conun is showing the different regions in the game where the floating point calculations (square roots, etc) are calculated and/or round differently in some way. So it basically shows how big of a space you can keep a diagonal kramual in before it will break out of position due to rounding/calculation issues.

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Post by Chuggers Wed Dec 30, 2015 10:12 pm

so then what about the plus shape in the center? or is it because it becomes too dense to mark with lines
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Post by Sheldon Wed Dec 30, 2015 10:32 pm

Correct because the grids are not all square the points can line up on the plane, thus allowing for a kramulock.
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Post by Chuggers Sat Jan 02, 2016 3:55 am

is this also why bosh vibrates if you just let him fall?
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Post by ScrungleBlumpkus Sat Jan 02, 2016 4:35 am

ehhh partially.
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