--- Log opened Fri Oct 23 00:00:30 2015 |
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00:27 | <&McMartin> | Important if true: http://arstechnica.com/security/2015/10/nsa-advisory-sparks-concern-of-secret-ad vance-ushering-in-cryptoapocalypse/ |
00:34 | <@Reiv> | Oof |
00:34 | <@Reiv> | We don't really have an Option C after those two, do we |
00:42 | <&McMartin> | ... that's an interesting question. The implication here is that plan A remains fine, but plan B maybe has a point where you could set your drills |
00:42 | <&McMartin> | The fact that "post-Quantum Cryptography" is a thing implies that there's *something* in the works, at least in the wave your hands stage? |
00:42 | <&McMartin> | This is beyond my ken, tbh |
00:46 | <~Vornicus> | Quantum gives you great powers against certain classes of algorithms but doesn't help much against others |
00:47 | <~Vornicus> | So if you stay out of those classes, you're still safe against quantum |
00:48 | <~Vornicus> | https://en.wikipedia.org/wiki/Quantum_computing#/media/File:BQP_complexity_class _diagram.svg a good picture. |
00:48 | <~Vornicus> | if your problem is NP but not BQP then quantum doesn't help much |
00:50 | <@Reiv> | A is not especially fine |
00:50 | <@Reiv> | A is, as I understand it, "Functional but showing signs of rust" as it were |
00:51 | <@Reiv> | B was meant to be the stainless steel replacement for A, but it turns out there may (as you note) be weak spots that we don't want to mention in public any time soon |
00:51 | <&McMartin> | RSA was, IIRC, clunky because using it to protect anything bigger than a symmetric key was incredibly inconvenient and always was |
00:51 | <@Reiv> | But sticking with A isn't great, it's just better than moving to known-bad, as it were |
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01:14 | | * McMartin is thwarted by moderately arcane restrictions in C++ template expansion, dammit |
01:17 | | * Vornicus fiddles with excel trying to figure out if he can wirte a formula that manages to give SI prefixes |
01:18 | <&Derakon> | ["", "kilo", "mega", etc.][log_10(val) / 3] |
01:18 | <~Vornicus> | basically. |
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17:25 | < Meatyhandbag> | is anyone here familiar with Unity? |
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18:08 | <@gnolam> | Nghghgh. |
18:09 | < Meatyhandbag> | ? |
18:09 | <@gnolam> | Time to nuke the Linux VM again. |
18:10 | <@gnolam> | Because once again, apt-get has irreversibly fucked itself. |
18:15 | <@froztbyte> | ? |
18:19 | < Meatyhandbag> | anyone familiar with unity? |
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18:40 | < [R]> | Meatyhandbag: ask anyways |
18:40 | < Meatyhandbag> | How do I record the velocity of a gameobject? |
18:41 | < [R]> | Sampling and trigonometry would work, odd that you can't get that information though |
18:42 | < Meatyhandbag> | We want to make it that a ball will roll down a ramp, and if you drop the ball high enough, and it builds up enough momentum and velocity before it hits the trigger on a wall, the wall will animate a crumbling animation and the ball will breka through it |
19:04 | <&McMartin> | Record as in "keep for later"? |
19:05 | <&McMartin> | Add an instance variable to your GameObject subclass representing the ball and update it as needed. |
19:07 | < Meatyhandbag> | basically, I want to know how fast the ball is going, then write an if-statement that says if the ball goes a certain speed, trigger the collapse animation, if not, the wall stays up |
19:07 | <&McMartin> | That sounds like a check in your post-physics-update step |
19:07 | <&McMartin> | I don't recall the exact names in Unity, I only fiddled with it briefly a few months ago |
19:07 | <&McMartin> | But you should be able to read these values out of provided Properties in the GameObject in your C# code |
19:08 | < Meatyhandbag> | I'm not exactly following your instructions "post-physics-update"?? |
19:08 | <&McMartin> | The way Unity works is that each object has a C# class associated with it and various callbacks happen at regular time periods |
19:08 | <&McMartin> | One of those is "I just did some physics" |
19:08 | <&McMartin> | That's a fine time to check current speed, I'd expect. |
19:11 | < Meatyhandbag> | but, how do I do this? |
19:11 | <&McMartin> | Um |
19:11 | <&McMartin> | Are you asking at the level of "by writing C# code" or are you asking for specific methods to override and Properties to check? |
19:12 | <&McMartin> | If the former, C# is a standardized language and IIRC Unity is using an old version of Mono; reference material is widely available |
19:12 | <&McMartin> | If the latter, Unity has its own reference material but I'd probably start with the earlier tutorials to get a handle on what GameObject is all about. |
19:12 | < Meatyhandbag> | writing the code. I'm assuming what I do is in the ball's code I write something that counts how fast it's going. and then in the wall I write a code that triggers if the speed is a certain number? and I somehow source the ball's speed in the wall's code? |
19:13 | < Meatyhandbag> | How do I source code in Unity? and how do I count the speed of the object? |
19:13 | <&McMartin> | OK, so, "how do I write source code in Unity" is "run through some tutorials to learn how to operate your tools" |
19:14 | < Meatyhandbag> | yes, but it's kind of hard finding the RIGHT tutorial. there's a lot of tutorials |
19:14 | < Meatyhandbag> | :P |
19:14 | <&McMartin> | The very first one - "Roll a ball" - will have some. |
19:14 | <&McMartin> | Any tutorial with *any* custom behavior needs to write code. |
19:14 | < Meatyhandbag> | nope, did that one already |
19:15 | < Meatyhandbag> | there's nothing about recording speed |
19:15 | <&McMartin> | So did I. You totally wrote script code as part of this |
19:15 | <&McMartin> | http://docs.unity3d.com/ScriptReference/Rigidbody-velocity.html |
19:15 | < Meatyhandbag> | yes, but, sigh, I know HOW to write code in Unity. I'm asking what I should specifically write to record the speed of the object |
19:15 | <&McMartin> | OK, so, that was literlaly my question. |
19:16 | <&McMartin> | "How do I source code in Unity" sure sounds like "I don't know how to write code in Unity" |
19:16 | <&McMartin> | In this case, the Rigidbody class has a "velocity" property. |
19:16 | <&McMartin> | You would check during FixedUpdate |
19:16 | <&McMartin> | I *know* FixedUpdate was covered in Roll-A-Ball. |
19:17 | < Meatyhandbag> | ok |
19:17 | < Meatyhandbag> | thanks |
19:17 | <&McMartin> | That was off the google search "unity3d reference gameobject velocity" |
19:18 | < Meatyhandbag> | ok |
19:18 | <&McMartin> | Generally speaking, RigidBody has most of the physics-related stuff in it |
19:18 | <&McMartin> | The Unity class references will be your primary source here. |
19:19 | < Meatyhandbag> | ok |
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--- Log closed Sat Oct 24 00:00:45 2015 |