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File: pepe_fatcunt.webp 📥︎ (3.83 KB, 245x255) ImgOps

 â„–3568361[Quote]

post your source code itt

 â„–3568396[Quote]

do you even have a repo

 â„–3568407[Quote]

>>3568396
for gay cucks
>>3568361 (OP)
Ermmm i only use nodejs jeetscript for my projects and thats embarrassing .

 â„–3568413[Quote]

>>3568407
did you download isOdd with npm

 â„–3568419[Quote]

nigger
–nigger
if nigger true
print:bnwo
if nigger false
print:TND

err: Are you retarded that's not how you write things

 â„–3568420[Quote]

>>3568413
no
>isOdd
bloat + no usecase

 â„–3568422[Quote]

why the fuck would i need that anyway when remainder operator exists.

 â„–3568430[Quote]

>>3568419
in some hypothetical language it -nigger can be a constructor for class nigger, however then if check gives a compilation error because nigger is not of type boolean
>>3568422
why not check the last bit tho

 â„–3568440[Quote]

>>3568430
becuz i dont know bitwise operators its BLOAT.

 â„–3568447[Quote]

>>3568430
or maybe it's something like ruby where booleans and strings and shit have methods
however I disapprove of this type of language

>>3568440
true bitwise operators eat CPU cycles

 â„–3568460[Quote]

Coding is for trannies

 â„–3568461[Quote]

>>3568447
i like thrembillion shorthand string manipulation methods doe

 â„–3568480[Quote]

>>3568461
b-but what about writing unsafe iteration functions in C that lead to segfault while trying to reverse a string???

 â„–3568550[Quote]

File: 1779231221226f.mp4 📥︎ (4.05 MB, 720x1280) ImgOps

for (r) in (world.ravioli) do {
(soy.post(r)) => next(r),
}

 â„–3568685[Quote]

File: ravioli_creator.mp4 📥︎ (5.47 MB, 720x1280) ImgOps

#include <ravioli.h>

typedef struct {void (*post)(void);} Ravioli;

void PostRavioli(Ravioli rav[], size_t size){
for(size_t i = 0; i < size; i++){
rav[i].post();
}
}

int main(){
Ravioli rv[] =
{{&post_ravioliandcreator}, {&post_raviolidance}, {&post_ravioliparty}};

PostRavioli(rv, sizeof(rv));
return 0;
}

 â„–3568693[Quote]

>>3568685
it's important to determine the size of the array on the spot, otherwise the sizeof() will return the size of the pointer, not array;
We can't pass a pointer to an array, only a double pointer.

 â„–3568694[Quote]

>>3568693
or an array of pointers

 â„–3568710[Quote]

nigga wants my DNA sequence 😭😭😭😭

 â„–3568718[Quote]

sometimes i think c parser is retarded

 â„–3568749[Quote]

File: orwellianism.mp4 📥︎ (128.7 KB, 488x270) ImgOps

#include "./geo.h"

PHYS_FWDEC();
SHADER_FWDEC();
DYNAMIC_MESHES_FWDEC()


// TODO: on materials, there's some kind of business about each triangle having
// a "MaterialIndex" field. this needs to be changed to traverse all meshes
// and then assign the correct "MaterialIndex" based on what's in geo.materials
// also each mesh in a geo object will have exactly 1 texture material, and 1
// physical material associated with that texture material depending on prefix
void Geogenerate_physmodel(JPHTriangleList *trilist)
{
for (int i = 0; i < num_meshes; i++)
{
for (uint j = 0, k = 0; j < meshes[i].triangleCount; j++)
{
JPH::Triangle tri;
// winding order is BACKWARDS for GMDL models - as was the case with IQM
// therefore it must be reversed. I do this by starting with tri.mV[2],
// and then go down to tri.mV[0]. This makes the normals correct so that
// collisions actually work
tri.mV[2].x = meshes[i].vertices[k];
tri.mV[2].y = meshes[i].vertices[k+1];
tri.mV[2].z = meshes[i].vertices[k+2];
tri.mV[1].x = meshes[i].vertices[k+3];
tri.mV[1].y = meshes[i].vertices[k+4];
tri.mV[1].z = meshes[i].vertices[k+5];
tri.mV[0].x = meshes[i].vertices[k+6];
tri.mV[0].y = meshes[i].vertices[k+7];
tri.mV[0].z = meshes[i].vertices[k+8];
//tri.mMaterialIndex =
trilist->push_back(tri);
k+=9;
}
}

return;
}

void Geo::init_physics()
{
// create triangle mesh from model
JPH::TriangleList triangles;
generate_physmodel(&triangles);

// create mesh shape settings with triangles
const JPH::MeshShapeSettings geo_shape_settings(triangles);

// create shape and get potential errors
const JPHShapeSettingsShapeResult geo_shape_result = geo_shape_settings.Create();
const JPH::ShapeRefC geo_shape = geo_shape_result.Get();


if (geo_shape_result.HasError())
{
stdcout << "ERROR! Couldn't create GEO, due to: " << geo_shape_result.GetError() << stdendl;
}

// create body settings
const JPHBodyCreationSettings geo_settings(geo_shape, JPHRVec3(0.0f, 0.0f, 0.0f), JPHQuatsIdentity(), JPHEMotionTypeStatic, Layers::NON_MOVING);

// get body interface
JPH::BodyInterface &body_interface = phys_system->GetBodyInterface();

// add body to interface
JPH::Body *geo = body_interface.CreateBody(geo_settings);
if (geo == nullptr)
{
stdcout << "ERROR! Couldn't create GEO, due to too many bodies, probably" << stdendl;
}

// add body to world
body_interface.AddBody(geo->GetID(), JPHEActivationDontActivate);

// record ID
phys_id = geo->GetID();

return;
}

 â„–3568771[Quote]

ok here's a snippet

TCTGCATGGG TTCTGTTCCT CTCTGAGGCT CACTGTTTTT AGTAAAAGTC TTGAGGGCATTTGCAGGTTT CCTGTGTTCA TGTTGTCTCC AAGCCCAGCA CACCGGGCTG AAAGTTGCAGCTTGAGCAGT GAGGCCTAGC CCCTAGGGAC AGCAACTGGG CCCACTGGCA TTTGTTCTGGACTGTGGAGG CACAGCCCCA GGATGTAGGC



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