Vectornaut
  • Joined on 2019-09-28
Vectornaut deleted branch outline-cleanup_on_main from StudioInfinity/dyna3 2025-02-07 19:04:12 +00:00
Vectornaut deleted branch element-serial from StudioInfinity/dyna3 2025-02-07 19:03:41 +00:00
Vectornaut deleted branch cargo-examples_on_main from StudioInfinity/dyna3 2025-02-07 19:03:32 +00:00
Vectornaut deleted branch select-in-display from StudioInfinity/dyna3 2025-02-07 19:03:23 +00:00
Vectornaut deleted branch uniform-projection from StudioInfinity/dyna3 2025-02-07 19:03:01 +00:00
Vectornaut created repository Vectornaut/dyna3 2025-02-07 08:28:35 +00:00
Vectornaut commented on issue StudioInfinity/dyna3#45 2025-02-07 08:15:26 +00:00
Branch pruning and switch to PRs from a fork

Here's a preview of what I'd prune and what I'd keep. Let me know if you'd like any changes! If we regret pruning a branch, will recovering it be as easy as pushing it again from my fork?

##…

Vectornaut opened issue StudioInfinity/dyna3#44 2025-02-06 19:51:24 +00:00
Dual list view
Vectornaut commented on issue StudioInfinity/dyna3#41 2025-02-06 18:40:51 +00:00
Debug view occasionally lists representation coordinates out of order

Based on my conversation with the Sycamore maintainer, it seems like this really is a bug in Indexed. I'll pull-request my workaround as soon as #43 is reviewed and merged.

Vectornaut created pull request StudioInfinity/dyna3#43 2025-02-05 21:38:00 +00:00
Adjust normalization step of nudge routine
Vectornaut created branch normalize-by-contracting in StudioInfinity/dyna3 2025-02-05 20:58:19 +00:00
Vectornaut pushed to normalize-by-contracting at StudioInfinity/dyna3 2025-02-05 20:58:19 +00:00
dac96cf1ac Improve comments and remove debug output
544249ae26 Simplify normalization routine
fa1e54f171 Normalize deformed assembly by contracting
Compare 3 commits »
Vectornaut commented on issue StudioInfinity/dyna3#42 2025-02-04 23:04:58 +00:00
Directional leakage, oscillation, and jitter during nudging

I've edited to add reproduction procedures from this comment, and to bring oscillation back into the issue. Playing with the alternate normalization branch suggests…

Vectornaut commented on issue StudioInfinity/dyna3#37 2025-01-31 20:35:30 +00:00
Enhancing navigation in graphic view

Should we put this in demo, alpha, or beta?

Vectornaut commented on issue StudioInfinity/dyna3#41 2025-01-31 19:52:17 +00:00
Debug view occasionally lists representation coordinates out of order

Will do. The Sycamore maintainer responded to my forum post, so I'll follow up on that first in case there's a cleaner, simpler fix.

Vectornaut commented on issue StudioInfinity/dyna3#42 2025-01-31 19:49:22 +00:00
Directional leakage, oscillation, and jitter during nudging

I've reorganized and reworded this issue report a bit. In particular, I switched from "oscillation" to "jitter" to emphasize that the motions we're talking about are very fast—on the order of…

Vectornaut opened issue StudioInfinity/dyna3#41 2025-01-31 08:40:11 +00:00
Debug view occasionally lists representation coordinates out of order
Vectornaut commented on issue StudioInfinity/dyna3#37 2025-01-31 08:24:27 +00:00
Enhancing navigation in graphic view

currently when a small sphere is inside a big sphere, there is no way to foclect it via a mouse click -- the larger containing sphere always soaks up the mouse clicks. [...] another approach is…

Vectornaut commented on pull request StudioInfinity/dyna3#34 2025-01-30 21:00:24 +00:00
Switch to Euclidean-invariant projection onto tangent space of solution variety

By "short-term error," I mean things like zig-zagging during gradient descent. On short timescales, the solutions of the differential equation that describes ideal gradient descent look very…

Vectornaut commented on pull request StudioInfinity/dyna3#34 2025-01-30 10:47:07 +00:00
Switch to Euclidean-invariant projection onto tangent space of solution variety

Reproduction

If I do exactly your steps and hold down W, the fourth coordinate eventually does start to go up and down on various steps. This is most obvious when the coordinate is…