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left LRA running for several hours (accidentally)

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Opal Rider
rabid squirrel
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Post by rabid squirrel Fri Jan 22, 2016 2:25 am


https://www.youtube.com/watch?v=H8YJZbyCfVQ
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Post by Opal Rider Fri Jan 22, 2016 2:37 am

You too!? It's just as hilarious with contact points turned off.
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Post by rabid squirrel Fri Jan 22, 2016 2:39 am

Contact points were turned off...
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Post by Opal Rider Fri Jan 22, 2016 2:47 am

It's doing a crazy different thing than what mine was, I had assumed that's what the extra lines were. Odd.
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Post by JealousCloud Fri Jan 22, 2016 3:08 am

It's a visualization of floating point's low precision at such high values, making a track at that point in the canvas would be damn near impossible just because the rider would be massively unpredictable. It's not actually supposed to fuck up the model but in that version I did math before resetting it to be based on the screen position so it fucks up real bad.
The contact point jiggles opal rider is talking about are the same effect, but are "actually happening" instead of just a bug in my code.

It's pretty interesting. I've never let it fall that far before lol.
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Post by efrazable Fri Jan 22, 2016 11:26 am

We need someone to use this in a track Hehe
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Post by Sheldon Fri Jan 22, 2016 1:17 pm

Lone is right making a track would be damn near impossible because with loss of visual bosh precision comes loss of line precision. Every possible  line would be quite a few pixels apart minimum. Years ago people made vibrating tracks that were not quite this far from the start though. And plus how would you know he was offsled.
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Post by ScrungleBlumpkus Sat Jan 23, 2016 1:37 pm

Ahh, yes. The Quantum Whatularity.
It crashes at around 65,500 ppf (coincidence, lone? Wink )
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