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i have a hakko 508, which is just a very basic 40w pen type. its ok i guess, no worse than similarly priced wellers and such. im no solder pro but i wonder how much a nicer station would help. i still have trouble getting even small wires hot enough to make the solder flow properly
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# ? Jun 7, 2023 23:45 |
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Detroit Q. Spider posted:i have a hakko 508, which is just a very basic 40w pen type. its ok i guess, no worse than similarly priced wellers and such. im no solder pro but i wonder how much a nicer station would help. i still have trouble getting even small wires hot enough to make the solder flow properly i regularly use 25 watt pieces of poo poo that cost ten buxx and i do not have that problem, maybe you are not wetting your tip properly or something??? wet your tip everyday
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yeh wet the tip before every joint basically. just a tiny drop, enough to make a liquid connection so the heat conducts if the tip isn't shiny, and instead is dusty gray/brown/yellow with old oxides, it's hosed up. melt solder (rosin-core only) all over it and roll it around until you get a bunch of black dross rising to the top and the solder starts to stick instead of balling up. then keep adding more and wiping it off until the whole tip is shiny metallic coated. always make sure the tip is shiny and metallic before you start soldering tip maintenance is like 95% of getting a good connection
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maintain this one weird old tip
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Sagebrush posted:yeh wet the tip before every joint basically. just a tiny drop, enough to make a liquid connection so the heat conducts this is v. helpful, i didnt know the process for tip wetting but then again most goons dont!!!
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Dr. Honked posted:maintain this one weird old tip
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also gently caress wet sponges, get yourself one of these![]()
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this week's project: same as last week, but now in THREETHREETHREEDEEDEEDEE so far i've got lighting figured out; holy hell it takes a long time to light a sphere though. basically doing the vector math at each point on its surface to figure out the intensity (dot product of the normal vector with the unit vector pointing at the light source) ![]()
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Werthog 95 posted:also gently caress wet sponges, get yourself one of these don't post R2D2 genitals tia
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ol qwerty bastard posted:this week's project: same as last week, but now in THREETHREETHREEDEEDEEDEE ur rly smart
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ol qwerty bastard posted:this week's project: same as last week, but now in THREETHREETHREEDEEDEEDEE aren't their lubraires that do this for you or are you doing it for ~*ThE ChAlLeNgE*~
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echinopsis posted:aren't their lubraires that do this for you dude just leave him be hell have one of them nonbias thingamabobs you like so much running in no time.
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ol qwerty bastard posted:this week's project: same as last week, but now in THREETHREETHREEDEEDEEDEE Most people play with their python to avoid blue balls gj
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ol qwerty bastard posted:this week's project: same as last week, but now in THREETHREETHREEDEEDEEDEE Nice! is this part of a bigger project or just fun experiments (not to say that "just fun" is a bad thing) cistps: last week i finally managed to mock a 3d perspective with sprites, now i need to reverse-engineer a bunch of crap i hard-coded into the algorithms to make them work with arbitrary screen resolutions
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oh i'm sure i could do likecode:
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if you're gonna make yourself suffer you might as well use C, it'll probably at least be a lil faster. probably not much tho. would be interesting to see the difference
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idk seems like that'd double the suffering. suffer the math or suffer the programming imo
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if he decides to savagely optimize it in c down the road at least he'll already understand the fundamental algorithms
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i imagine there are some significant speedups that i could do, mainly in the areas of simplifying the trig functions and making sure each pixel within the defined area is only called once oh and that pixels on the other side of the ball from the light source aren't touched right now it calls a trig function five times per pixel which is definitely way overkill
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ol qwerty bastard posted:oh i'm sure i could do like i respect it are you using an accepted falloff algorithm or just normal directions?
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now throw some specularity on dat ho
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echinopsis posted:i respect it not sure exactly what you mean but i'm first calculating the intensity of light hitting a point as (some constant)/(distance from point to light source)2 and then multiplying that by the dot product of the surface normal (unit) vector and the unit vector from the point to the light source to get the actual brightness of the point (then the point gets drawn as just its x and y coordinates; i'll mess around with depth and visual field and camera angles and poo poo later)
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http://en.wikipedia.org/wiki/Fast_inverse_square_root for your lighting math needs this isnt a spoiler of your own future work because this is something i can pmuch guarantee you never arrive at independently while also being cool enough and simple enough to understand
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hey if carmack could do it why not this guy man I would have been so much more into math in high school if each unit culminated in some sick graphics demos using what we learned
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my problem with programming is i get sidetracked a lot FOR EXAMPLE i thought "man, my lit sphere thing looks like a planet's day/night cycle, i wonder if i could make it look more like a planet by putting clouds on it" and then "the clouds should evolve with time, though, and look realistic; i wonder how hard it is to do 2-D CFD on the surface of a sphere" so now i'm bashing together a silly little fluid mechanics program; right now it's only going on a regular 2-D plane but it's interesting watching it evolve: ![]() (red is x-velocity, blue is y-velocity at each point)
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Werthog 95 posted:also gently caress wet sponges, get yourself one of these got one of those
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ol qwerty bastard posted:so now i'm bashing together a silly little fluid mechanics program; right now it's only going on a regular 2-D plane but it's interesting watching it evolve: neat, I wish I studied more these physics instead of just observing the patterns in meteorological maps when I worked with these things
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Detroit Q. Spider posted:got one of those $8 from fasttech ol qwerty bastard posted:not sure exactly what you mean but i'm first calculating the intensity of light hitting a point as (some constant)/(distance from point to light source)2 and then multiplying that by the dot product of the surface normal (unit) vector and the unit vector from the point to the light source to get the actual brightness of the point I don't mean to judge coz what you're doing is light years ahead of what I can do but [and u might not care] but that falloff your using [the reflection dimming as the angle increases] I don't think is very physically accurate at all. u may not care but either way I respect your work! u doing well m8
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wow fukken nice qwerty. i just got collision kinda working a little bit, some issues with call order and such. you're an inspiration and god speed to applying that to your 3d sphere
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ol qwerty bastard posted:this week's project: same as last week, but now in THREETHREETHREEDEEDEEDEE qwerty go download + play with Unity3D. you will be suitably impressed. you can manipulate as much or as little of the low-level stuff as you want. (i spent the day w/ a very similar blue sphere. trying to implement a player-manipulable mesh in such a way that when i scrap spherical coords in favour of a cubed sphere, it won't break everything)
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ol qwerty bastard posted:this week's project: same as last week, but now in THREETHREETHREEDEEDEEDEE I know you like creating your own implementation of vectors and dot products and stuff and it's neat doing it once but consider using numpy arrays because it'll be a great skill to have in your sleeve. numpy is kinda painful at first because the data structures aren't as straightforward to use as the built-ins but hey it's fortran-like numerics calculations speed at your reach ![]()
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ol qwerty bastard posted:this week's project: same as last week, but now in THREETHREETHREEDEEDEEDEE im just going to echo what everyone else is saying, this is some cool stuff you are doing. are you still getting graphics through pygame? or was that someone else? in addition to whats been suggested, programming with opengl can get you some speedup by offloading display functions to your graphics card, and creating a little 3d solar system was one of the first exercises i did. but it might be a little too close to the "import 3d" stuff you want to avoid
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i dunno if i'll do anything substantially more interesting with 3d stuff but i'll probably look into opengl and such if i do this is definitely just a learning exercise for me; there's nothing practical about it at all (yeah i'm still using pygame for these things)
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you own mate go have a beer
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yeah seriously qwerty that poo poo owns, super jealous my little javascript thing is finally complete(maybe) don't think I'll add many more features at this point but it was a fun ride SquatBot ![]()
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final thing for tonight: made the ball bounce around in 3d space with a light just off to the right of the screen![]() tomorrow perhaps... two balls! i already wrote the collision algorithm from my bouncysticky 2d ball program to work in 3d so that should be straightforward; harder will be getting the balls to cast shadows on each other
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daaamn i wish i was smart enough to do stuff like that
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ol qwerty bastard posted:
earthbound fight background simulator lookin good
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Socracheese posted:earthbound fight background simulator lookin good
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# ? Jun 7, 2023 23:45 |
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dur posted:i wish i was smart enough to do stuff like that
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