+rararawr619 the problem is that is if you learn vectors this way, you will be completely lost when you start studying discrete mathematics and non-Cartesian vector spaces. Which you will need in university physics if you take it past the freshman level. You will also need it in just about any engineering degree program.
I'm not gonna lie, as a CS major who took far more math courses than necessary for that major, I was looking forward to hearing you explain cross products.
Technically vectors don't actually have a start position, they are simply a line with a direction and a length. It is usually helpful to place the vector somewhere in space, for example at (0, 0, 0) for a position vector. For example, this is why the "vector raycast" command in Psi requires a "starting position" argument in addition to the '"direction" argument-- the "entity look" vector needs to be placed at the position given by the "starting position" vector.
+Grey Golla vectors are a sum of directions, when you say (3,2,0) all you are doing is adding the two vectors (3,0,0) and (0,2,0), they don't have a start position per se, but they are meaningless without a (0,0,0) position.
Gallicien Galileo Vectors are not always meaningless without a start position. For example, a velocity vector does not start anywhere in the position domain, it doesn't even exist in the position domain. It simply describes the movement of an object, in the direction of the vector with the speed of the magnitude of a vector. We do often show this velocity vector 'starting' on the object, but this is purely to help out our feeble human brains, it doesn't mean anything mathematically.
Grey Golla a velocity vector has a direction and a magnitude, often written as |V|*(x,y,z), |V| being the "Speed" the object carries, and the vector (x,y,z) adding up to 1, that means that it ONLY carries direction, wich means that the vector itself implies a Zero position, an absolute if you will, as with how we draw it on the object itself, we asume the object itself is point (0,0,0) for easy calculations.
+Gallicien Galileo It carries only the direction, because you factored the |v| out. You basically removed the information of its magnitude from it and put it into a factor. That you usually do this is only for calculation-simplicity and quicker information pickup. There is absolutely no need to do this though. Also you cannot use the intuitive point-"approach" as soon as you have weired, hard-to-imagine vectorspaces or you have your vectors interact in different coordsystems at the same time. For simple vectors-in-3D-space maths it is absolutely okay to see them this way, but just keep in mind, that there is another layer to it, where that approach is more of a hinderance than help. Edit: To clear one point up: If your goal is to use the vectors to get a point - of course you need a point to start with. But there are cases, where you are only interested in resulting vectors without the need of absolute coordinates.
+Gallicien Galileo A velocity vector doesn't need a (0,0,0) point, but it does need a coordinate system. That coordinate system doesn't need an origin, either, it just need to define positive x,y,z (or r,theta,z or r,phi,theta etc). You can say a particle has a velocity of 5 in the x direction and 3 in the y direction and you don't have to define an origin for the velocity to understand the motion of the particle, just a coordinate system.
direwolf just a question can you make a pt4? with just cool stuff you cant do. i understand the casting making etc. but what is doing the tools with casting?
chisel bits are not normal blocks, but parts of a single block (or a TE, idk). to be able to modify this block (as in placing these bits) psi would need a special interface to communicate with the chisel mod.
If you find vector cross products confusing even after this, another way to easily get a perpendicular vector to your view vector is to get your axial look, then make a new vector with y=0 and swapping X and Z. This is very similar to what the cross product is doing (and less flexible) but easier to explain and remember.
Anyone else watching this and just thinking something along the lines of "THAT'S NOT WHAT VECTORS ARE DIRE" Every few seconds? Or is that just cause I'm a Physicist?
I can see how this would be really hard for the younger of us modders. I'm really happy that the mod author included the copy and paste to the spell building.
It's so simple to do what you want and yet it looks super complicated. I tend to think of making shapes like how a tv works with a scan line. It moves from one side to the other procedurally in the way you tell it to and places or removes blocks or does the effect you ask it to that way.
Does the CAD have a limited casting range? If it doesn't, does the cost increase the further you are from a block? If it has an unlimited casting range and doesn't have an increased cost based on distance, couldn't you use a CAD to essentially do wireless redstone by pushing around a redstone block since you can set the position vector as an absolute position? Even if you had to chunk-load the area, it'd still be a cool alternative to wireless redstone, though it's a shame that spell space is limited in a CAD.
Hah, in which dire tries to explain cross product without explaining the right hand rule, and just straight NOPEs out on trying to explain dot product. We love you dire even if you aren't a math nerd, 😀
Psi really needs to add a system where we could create aura spells, just reserving a part of the psi energy while the spell keeps running. Passive torch placing. Passive create a stone bridge under your feet and passivelly destroying it after it is behind you. Passive buffs or debuffs in a radius around you, or around a location, etc...
+Direwolf20 Please do a 3x3 Dig spell as a projectile. For some reason the spell only works on certain axis that has been denoted however I could not make it dig 3x3x1 in any direction i was looking at.
Yes! Direwolf20, you (,or someone else) did what I sugested, and made the loopcast staircases, thank you so much :D and... hmm... I feel like there should be a CAD assembly that has 100 efficiency... or perhaps more... but 100 is good enough for survival.
Awesome tutorials, would also love to see you demo some of your favorite spells that you actually use; just as a demo of the capabilities without actually going through the programming of them...
some 3d visualizations for cross products probably would help. the cross product outputs a vector that is at right angles to both input vectors. in 3d space there is kinda 1 direction where this output vector can point (2 if we take into account that the resulting vector can be positive or negative, and a technically infinite number of vectors since the length is not defined).
Adding on, the cross product follows the "right-hand rule." Do a thumbs-up with your right hand, then point at something. Now extend your middle finger perpendicular to your index finger. The cross product of your thumb and index finger is your middle finger.
vaskii should add a type of cost to creating spells, like in ars magica, where every spell component has it's cost and the more components you have the more the total cost will be
the truth ars dismays me or at least part 2 since you do the impossible to make a spell "advanced" and end up doing shit that a stone sword does more damage, the first was infinite veses better had to update that flag the 1.710 so least it hurts that he stayed in 1.7.2 I think? He was the only one who got to the point in magic mods. create a spell that did its job of doing damage and went to the point of creating nothing of altars or complicated processes to throw a ball of fire that neither burn the enemies and hurt less damage than a wooden sword hurts that complicated it and a lot and they lowered it making the only thing that works is to give effects
Is there a way to detect stuff? I want to make a spell which will blink me forward in a loop where I'm looking till I'm maybe 4 blocks above ground and make a small jump to negate fall damage.
I tried to get too complicated at just level 5, not my fault tho he should make it so you can modify magnitude during the program's code, which would require parenthesis if it were actual coding so I wonder how one would do that on a 2d visual where the words are all jumbled in one spot. I learned Java coding in high school so this mod interests me a lot however it does still need a bit of work done with it. All I know about vectors is that the are a direction with magnitude unlike velocity which only has magnitude and not a direction. I hope to see more of this mod in the future. Also either psi and intangible should downgrade to 1.7.10 or the other 30 mods I have installed on 1.7.10 need to update to 1.8.9 because I kinda want to have a little mod pack of just magic based mods yeh.
+Dustin Spires The mod creator could put a color pallet on the side of the pieces that you put into the spell constructor to act as parenthesis, if you had say 8 colors available you could designate when actions occur during the written spell/program. This is similar to a clock but different in that all of the actions should take place almost instantly. This would remove the need for a number [constant] because you could then modify said value before the trick: add motion takes place which would complicate coding slightly but i think it could be done. the complications would include: programming in the mod itself to let the colored pieces work in order based on the sequence in the color pallet. Modify the items in the spell constructor to accept numbers and not just number [constant]'s. I think that the only reason you should need a constant is to perform a mathematical equation that requires one or to have a specific radius or something of that nature, but even then what if i want the radius of my spell to increase in size based on the number of items on the ground
Dire for your next mod spotlight you should do rotary craft by Reika. It's a mod that has not gotten nearly enough publicity and it's all about machines that use rotational energy.
+endreman0 It's a Mahouka reference. Also I think Add Motion got hit with the nerf stick specifically because people were using it for really early-game flight - although it's a fairly limited Air Sigil type flight that's mostly good for things like "whoops I fell down a Nether Fortress".
When creating a vector of [0,1,0] from constants, can you save space on the programming grid by telling the operator to take two inputs from the same direction? Just curious.
Actualy in that option vector is a point in a space, not line. Line is combined from two opints, or with one (in case when we talking about `velocity`). P.S. Anyway you are the best
Vectors are lines, and they don't have a place. You can drag a vector anywhere and it will be the same, regardless of position. The only reason coords are vectors is for convenience; we put the start of the vector at the origin, and now the vector points to us.
I don't believe he ever covered Batteries like he said. I assume however they just increase your energy pool, which I assume is the reason you can only have one caster at a time perhaps?
+MindCaged The batteries provide a small buffer for your life energy so that you don't end up killing yourself with the more power hungry spells (for example, in the previous episode, the greater infuse almost killed him when he had a full energy pool).
Nice mod, though its role feels more of an education tool. On other thoughts, if the feature is not planned, I think letting players save their written spells client side might be handy that or adding a means to employ scripts, somewhat like computer craft's lua.
Wtf. A vector is a point in space relative to another point in space. AKA a line. The vector in minecraft starts from the players eyes or an entities "eyes" to somewhere else. That was basic knowledge in 8th or 9th grade depending on how poor schooling was. Most people forget about what it is as it is not helpful.
+sniperlif3 a Vector is a direction and a magnitude, not a point, with 2 vectors you can build 1 and only 1 plane, with 2 points you can build infinite planes.
Gallicien Galileo No. A vector as a math definition is "a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another." You can't have a vector with one point. If you have one point that is called a ray.
naphackDT A vector, by definition is a point to another point. AKA your view to a point in the world of minecraft. A ray would be your view to an infinite point.
I feel like Psi and Intangible are opposite mods. Intangible has very cool gameplay, but super boring things to get, while Psi has super cool things to get, but awful gameplay. Now imagine the possibilities if both teams got together...
+villanelo1987 I think a lot of the appeal of psi is that it's so flexible. I'm not sure how you could have that flexibility without a programming system.
+villanelo1987 I don't think Psi has bad gameplay - yes, a few things could be polished. However, programming in this manner is intuitive and fun for me, and I enjoy watching the results of spells I put together myself.
you could also add a (0,.1,0) vector to your look vector for QoL (it counteracts gravity, so you dont need to look up to fly at a constant height (you might need to tweak the .1 a bit though))
Hi anyone still reading these comments, I'm having some issues. I've debugged and i'm getting 2 correct coordinates, but when I try placing the block sequence, it makes a strange diagonal line that always points towards 0,0,0. Why is this happening?
Part2: "A vector is a point." Part3: "A vector is a line." Direwolf... If you talk about vectors for over an hour you could have at least read the Wikipedia article about vectors.
+Just A Dude Hmm. Quaternions? Eeuler angles? Matrix operation (multiplication, rang)? Complex numbers? Also this isn't all what vectors have to offer. There is a dot product that takes a cosine of an angle between 2 vectors. :P I honestly want to know your opinion on those. :)
Also my power is really, REALLY broken. I'm guessing nobody understands that reference, but oh well. That being said, I have yet to find any superpower that comes anywhere close to being as broken as having complete control over any vector you can touch. Seriously, it's so simple, yet so ridiculously OP.
+Vasco Lavos (Vazkii) Is there a trick:draw debug that takes a vector or position and draw it in the world (like the look vector or entity position vector in F3+B)?
+endreman0 theoretically, anything divided by 0 is actually infinity. Take 2/2=1, 2/1=2, 2/0.5=4, 2/0.25=8, 2/0.125=16, etc. the closer you get to 0, the larger the output is, so in theory, 0 itself would be infinity.
Renniuq If zero was infinity, anthing divided by zero would be zero. 2/1 = 2, 2/2 = 1, 2/4 = 0.5, 2/8 = 0.25, ... 2/(0 = infinity) = an infinitesimal number, which is approximated to zero. The issue here is the last sentence. You could model that math with the equation 2/x = y, which can then be rearranged to 2 = x * y. This is an inverse relationship, which means that as one of the variables gets bigger, the other gets smaller. So as x approaches zero (gets very small), y gets very big (goes to infinity). That's all true. However, if zero is infinity, then that equation cannot be true. Say 2 = x * y, x = 0, and y = infinity. If 0 = infinity, then x = 0 = infinity, and thus 2 = infinity * infinity. That's certainly false.
endreman0 I meant to say "so in theory, using 0 itself would result in infinity." in other words, I left out the part about using it as the divisor. but there is the aforementioned issue of 0 times infinity still being 0.
Now where's that Player ID Entity Target so I can specify So-I mean, "totally generic player" 's name, and make a spell that will always target that player, so long as we are on the same server. Just throw together some withering, burning, slow, weak, drowning, hunger, maybe a little bit of smiting for good measure, and it would be the perfect spell (especially on forgecraft, heheh).
this is the sort of mod where i would go to forum find pastebin of tutorial lvl's then get a pastebin of the kind of thing im after....yer its basicly like computercraft...except turtles have way less stuff they can do.
+jonny h. Technically, vectors don't have positions. Vectors have 2 things: Direction (where they point) and Magnitude (lengths). By "where they point" I mean something broad like "West" and not specific, like "at that cup." In 3D space, a vector is expressed as just 3 numbers; x, y, z. Entity look may seem to originate from your head, but it is still only 3 numbers storing what direction it points and how long it is. "Your head" isn't part of that vector. To use vectors in (3d) space, you have to specify a starting location for your first vector, and then you can place vectors from there. Minecraft and most math problems start at 0,0,0 for simplicity. In Psi, your first vector will typically be pointing from 0,0,0 to wherever you happen to be standing (Caster > Entity Position), and further calculations will branch from that vector. The 'target looked at block' square of code seen in the previous videos; consisting of caster, entity position, entity look, and vector ray cast is simply taking the position vector of the caster (relative to 0,0,0) [your head] and adding the look vector to it and playing with the length. That combination of vectors gives the blue line that you see with F3+B [Though ray cast would extend that line until it intersects something]
I think this is a pretty poor explanation of vectors. Especially in this special environment of a sandbox 3D environment, it would have been so much easier to explain and understand vectors if Psi had a way of showing actual arrows in the world. As it appears that's not the case, you should have moved outside of minecraft shortly to some basic animations / pictures and then back - or built arrows on a large scale yourself. Many operations you explain unfortunately completely miss the point of the operation. Mathematically, yes, *negate* changes the sign of each component but graphically, it gives the arrow pointing in the opposite direction of the input (this is also indicated by the little logo of the operator). The same goes for the cross product. It gives the one vector that is orthogonal (has an angle of exactly 90°) to both the two inputs. This is best explained with the "right-hand-rule" which is really intuitive and thus easy to understand, learn and use. As a simple verbal explanation of this rule is not very constructive, a basic animation or even real footage of a right hand would have made things clear from the get go. All in all, while mathematical knowledge and understanding is certainly needed for this topic, it is much more important to get an idea of what all the vectors look like in a 3D environment, and what the operations do to them.
All these vectors manipulated and not a single thing Accelerated... Or Reflected... How sad. I need a chestplate that has a spell in it that simply vector negate-s all the things that attack me. Then I'll properly be Accelerator.
I feel like you don't know how programming works... That being said I'm pretty sure you were joking and do know, in which case consider this a joke back. If not... Um.... Well... Yeah.
Learned more about vector math from this than I did my physics 107 teacher
+rararawr619 the problem is that is if you learn vectors this way, you will be completely lost when you start studying discrete mathematics and non-Cartesian vector spaces. Which you will need in university physics if you take it past the freshman level. You will also need it in just about any engineering degree program.
+Trabber Shir This is really true. Physics won't teach you vector math. They teach you the basics that you need for physics.
I'm not gonna lie, as a CS major who took far more math courses than necessary for that major, I was looking forward to hearing you explain cross products.
Technically vectors don't actually have a start position, they are simply a line with a direction and a length. It is usually helpful to place the vector somewhere in space, for example at (0, 0, 0) for a position vector.
For example, this is why the "vector raycast" command in Psi requires a "starting position" argument in addition to the '"direction" argument-- the "entity look" vector needs to be placed at the position given by the "starting position" vector.
+Grey Golla vectors are a sum of directions, when you say (3,2,0) all you are doing is adding the two vectors (3,0,0) and (0,2,0), they don't have a start position per se, but they are meaningless without a (0,0,0) position.
Gallicien Galileo Vectors are not always meaningless without a start position. For example, a velocity vector does not start anywhere in the position domain, it doesn't even exist in the position domain. It simply describes the movement of an object, in the direction of the vector with the speed of the magnitude of a vector. We do often show this velocity vector 'starting' on the object, but this is purely to help out our feeble human brains, it doesn't mean anything mathematically.
Grey Golla
a velocity vector has a direction and a magnitude, often written as |V|*(x,y,z), |V| being the "Speed" the object carries, and the vector (x,y,z) adding up to 1, that means that it ONLY carries direction, wich means that the vector itself implies a Zero position, an absolute if you will, as with how we draw it on the object itself, we asume the object itself is point (0,0,0) for easy calculations.
+Gallicien Galileo It carries only the direction, because you factored the |v| out. You basically removed the information of its magnitude from it and put it into a factor. That you usually do this is only for calculation-simplicity and quicker information pickup. There is absolutely no need to do this though.
Also you cannot use the intuitive point-"approach" as soon as you have weired, hard-to-imagine vectorspaces or you have your vectors interact in different coordsystems at the same time. For simple vectors-in-3D-space maths it is absolutely okay to see them this way, but just keep in mind, that there is another layer to it, where that approach is more of a hinderance than help.
Edit: To clear one point up: If your goal is to use the vectors to get a point - of course you need a point to start with. But there are cases, where you are only interested in resulting vectors without the need of absolute coordinates.
+Gallicien Galileo A velocity vector doesn't need a (0,0,0) point, but it does need a coordinate system. That coordinate system doesn't need an origin, either, it just need to define positive x,y,z (or r,theta,z or r,phi,theta etc).
You can say a particle has a velocity of 5 in the x direction and 3 in the y direction and you don't have to define an origin for the velocity to understand the motion of the particle, just a coordinate system.
psi - pretty sick information
Direwolf20: "When Vazkii adds more stuff."
One week later...
#vazkiiisacodingbeast
Vaskii forgot to add the dot product operation
Pretty much this mod will be my most favorite technical mod ever.
direwolf just a question can you make a pt4? with just cool stuff you cant do. i understand the casting making etc. but what is doing the tools with casting?
+DarkimCraft yes
+DarkimCraft lol
Now the question is, if it is possible to use chisel and bits with the loopcast building! (probably would end up crashing)
+mongonerd with how precise it is with position i want to see this tried.
+Vasco Lavos plz
+mongonerd I was thinking the same thing...
chisel bits are not normal blocks, but parts of a single block (or a TE, idk). to be able to modify this block (as in placing these bits) psi would need a special interface to communicate with the chisel mod.
I love it how I remember all this stuff from the end of Calc 2 last semester... :D
i believe it should be possible with axial and max to shoot a projectile that builds a spherical prison around a foe and blasts it with lightning.. :)
hmm, now to make an automated castle builder...
Encouraging approach to vector math. Math teachers, tell your students to watch more direwolf! :)
If you find vector cross products confusing even after this, another way to easily get a perpendicular vector to your view vector is to get your axial look, then make a new vector with y=0 and swapping X and Z. This is very similar to what the cross product is doing (and less flexible) but easier to explain and remember.
Anyone else watching this and just thinking something along the lines of "THAT'S NOT WHAT VECTORS ARE DIRE" Every few seconds? Or is that just cause I'm a Physicist?
Isn't that what he said atthe beginning?
CazzyLove
In programming, vectors are very different than in physics
Dire is not wrong
Thanks for these amazing tutorials Direwolf! I've been able to do so much more with Psi because of them!
to put it simply, vectors are just a set of 3 numbers that are used at the same time of an operation
Direwolf20 why u not to videjos like space engineers????
I wonder what vazkii might be adding next *watches dire hint at his amour lol*
I can see how this would be really hard for the younger of us modders. I'm really happy that the mod author included the copy and paste to the spell building.
It's so simple to do what you want and yet it looks super complicated. I tend to think of making shapes like how a tv works with a scan line. It moves from one side to the other procedurally in the way you tell it to and places or removes blocks or does the effect you ask it to that way.
Does the CAD have a limited casting range? If it doesn't, does the cost increase the further you are from a block?
If it has an unlimited casting range and doesn't have an increased cost based on distance, couldn't you use a CAD to essentially do wireless redstone by pushing around a redstone block since you can set the position vector as an absolute position? Even if you had to chunk-load the area, it'd still be a cool alternative to wireless redstone, though it's a shame that spell space is limited in a CAD.
Hah, in which dire tries to explain cross product without explaining the right hand rule, and just straight NOPEs out on trying to explain dot product. We love you dire even if you aren't a math nerd, 😀
+lirelent I liked how he looked so confused when the magnitude changed. :p
Could you do a spell showcase at some point to just show off some cool spells you can build?
I love Minecraft. I mean, how many games require you to learn vectors to get to the cool bits?
Oh god. This mod needs math. I GO TO VIDEOGAMES TO AVOID MATH. NOT TO EMBRACE IT!
Is there a sine/cosine function so you can automatically build spheres? that would be so cool.
just cant understand vectors at all :/ watched the video 3 times
TheProDerp
Vectors are just a line in space, so a 0,1,0 vector is a line that goes straight up and down with a length of 1 unit
It is so easy to tell that Dire has very basic knowledge about linear algebra, matrices and vector geometry.
Psi really needs to add a system where we could create aura spells, just reserving a part of the psi energy while the spell keeps running.
Passive torch placing.
Passive create a stone bridge under your feet and passivelly destroying it after it is behind you.
Passive buffs or debuffs in a radius around you, or around a location, etc...
+Direwolf20 Please do a 3x3 Dig spell as a projectile. For some reason the spell only works on certain axis that has been denoted however I could not make it dig 3x3x1 in any direction i was looking at.
Ooooo there might be some OTHER STUFF that I can't talk about CURSOR CURSOR CURSOR..... real subtle there. :D
You don't need to negate a vector to negate the result of a cross product of course, just swap the parameters for the cross product.
32:23 LOL! nice way to NOT tell what it is Dire :)
Yes! Direwolf20, you (,or someone else) did what I sugested, and made the loopcast staircases, thank you so much :D
and... hmm... I feel like there should be a CAD assembly that has 100 efficiency... or perhaps more...
but 100 is good enough for survival.
Awesome tutorials, would also love to see you demo some of your favorite spells that you actually use; just as a demo of the capabilities without actually going through the programming of them...
Would be nice if you shared your spells!
endreman0 Yea I found that shortly after. Thanks anyways :P
some 3d visualizations for cross products probably would help. the cross product outputs a vector that is at right angles to both input vectors. in 3d space there is kinda 1 direction where this output vector can point (2 if we take into account that the resulting vector can be positive or negative, and a technically infinite number of vectors since the length is not defined).
Adding on, the cross product follows the "right-hand rule." Do a thumbs-up with your right hand, then point at something. Now extend your middle finger perpendicular to your index finger. The cross product of your thumb and index finger is your middle finger.
it's a shame that 90% of this mod will probably be banned on servers
+CobyMcGee Sadly this is true.
vaskii should add a type of cost to creating spells, like in ars magica, where every spell component has it's cost and the more components you have the more the total cost will be
Would make it more balanced
the truth ars dismays me or at least part 2 since you do the impossible to make a spell "advanced" and end up doing shit that a stone sword does more damage, the first was infinite veses better had to update that flag the 1.710 so least it hurts that he stayed in 1.7.2 I think? He was the only one who got to the point in magic mods. create a spell that did its job of doing damage and went to the point of creating nothing of altars or complicated processes to throw a ball of fire that neither burn the enemies and hurt less damage than a wooden sword hurts that complicated it and a lot and they lowered it making the only thing that works is to give effects
god i hate the fact that my internet died when i was watching this, and i forgot to finsih it, and now i am totally lost
Is there a way to detect stuff? I want to make a spell which will blink me forward in a loop where I'm looking till I'm maybe 4 blocks above ground and make a small jump to negate fall damage.
Vector is a line. It does only have direction and length (magnitude). There is no point vector starts from!!
never thought direwolf would teach me vectors better than my calc professor lol
you are so gonna create a 9 by 9 builder spell
Forgecraft beat him too it.
If you can put out these episodes so fast do more of dw20
do the spells work in all directions?
Just noticed this mod is similar to Mahouka Koukou no Rettousei anime
That's exactly what it's based off of.
I'm a junior in the college of engineering so vector math isn't hard for me. I was surprised not to see vector dot products as an operator.
They are in a newer version, not sure if its released or not. Its with trigonometric functiins
I tried to get too complicated at just level 5, not my fault tho he should make it so you can modify magnitude during the program's code, which would require parenthesis if it were actual coding so I wonder how one would do that on a 2d visual where the words are all jumbled in one spot. I learned Java coding in high school so this mod interests me a lot however it does still need a bit of work done with it. All I know about vectors is that the are a direction with magnitude unlike velocity which only has magnitude and not a direction. I hope to see more of this mod in the future. Also either psi and intangible should downgrade to 1.7.10 or the other 30 mods I have installed on 1.7.10 need to update to 1.8.9 because I kinda want to have a little mod pack of just magic based mods yeh.
+Dustin Spires The mod creator could put a color pallet on the side of the pieces that you put into the spell constructor to act as parenthesis, if you had say 8 colors available you could designate when actions occur during the written spell/program. This is similar to a clock but different in that all of the actions should take place almost instantly. This would remove the need for a number [constant] because you could then modify said value before the trick: add motion takes place which would complicate coding slightly but i think it could be done. the complications would include: programming in the mod itself to let the colored pieces work in order based on the sequence in the color pallet. Modify the items in the spell constructor to accept numbers and not just number [constant]'s. I think that the only reason you should need a constant is to perform a mathematical equation that requires one or to have a specific radius or something of that nature, but even then what if i want the radius of my spell to increase in size based on the number of items on the ground
Dire for your next mod spotlight you should do rotary craft by Reika. It's a mod that has not gotten nearly enough publicity and it's all about machines that use rotational energy.
Alright, now someone make a flight spell ;) We got any Silver Tauruses (Tauri?) in the room?
No idea what a Silver Taurus is, but:
Selector: Caster > Add Motion < Entity Look Vector < Selector: Caster
+endreman0 It's a Mahouka reference. Also I think Add Motion got hit with the nerf stick specifically because people were using it for really early-game flight - although it's a fairly limited Air Sigil type flight that's mostly good for things like "whoops I fell down a Nether Fortress".
John van Capel Ah OK. And if it got nerfed, there's not much you can do for flight. Did the nerf hammer's AoE effect hit Mass Add Motion as well?
you could use blink, or recall loopcast for hovering
When creating a vector of [0,1,0] from constants, can you save space on the programming grid by telling the operator to take two inputs from the same direction? Just curious.
Actualy in that option vector is a point in a space, not line. Line is combined from two opints, or with one (in case when we talking about `velocity`).
P.S. Anyway you are the best
Vectors are lines, and they don't have a place. You can drag a vector anywhere and it will be the same, regardless of position. The only reason coords are vectors is for convenience; we put the start of the vector at the origin, and now the vector points to us.
I don't believe he ever covered Batteries like he said. I assume however they just increase your energy pool, which I assume is the reason you can only have one caster at a time perhaps?
+MindCaged The batteries provide a small buffer for your life energy so that you don't end up killing yourself with the more power hungry spells (for example, in the previous episode, the greater infuse almost killed him when he had a full energy pool).
negate vector plus velocity targeting arrows?
Nice mod, though its role feels more of an education tool.
On other thoughts, if the feature is not planned, I think letting players save their written spells client side might be handy that or adding a means to employ scripts, somewhat like computer craft's lua.
Wtf. A vector is a point in space relative to another point in space. AKA a line. The vector in minecraft starts from the players eyes or an entities "eyes" to somewhere else. That was basic knowledge in 8th or 9th grade depending on how poor schooling was. Most people forget about what it is as it is not helpful.
+sniperlif3 a Vector is a direction and a magnitude, not a point, with 2 vectors you can build 1 and only 1 plane, with 2 points you can build infinite planes.
Gallicien Galileo
No. A vector as a math definition is "a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another."
You can't have a vector with one point. If you have one point that is called a ray.
sniperlif3
read what i said, a vector is a direction and a magnitude, saying a vector is a point is oversimplifying the object itself.
+sniperlif3 "You can't have a vector with one point."
0/0/0 wants to disagree with you.
naphackDT
A vector, by definition is a point to another point. AKA your view to a point in the world of minecraft. A ray would be your view to an infinite point.
This mod would be a lot of fun if it made any sense at all to me.
I feel like Psi and Intangible are opposite mods.
Intangible has very cool gameplay, but super boring things to get, while Psi has super cool things to get, but awful gameplay.
Now imagine the possibilities if both teams got together...
It will be pretty cool! But I dont think Psi have boring gameplay.
+villanelo1987 I think a lot of the appeal of psi is that it's so flexible. I'm not sure how you could have that flexibility without a programming system.
+villanelo1987 Boring things and awful gameplay ?
+villanelo1987 I don't think Psi has bad gameplay - yes, a few things could be polished. However, programming in this manner is intuitive and fun for me, and I enjoy watching the results of spells I put together myself.
+John van Capel it doesnt feel " solid " for me since it Basically gives you a Ton of gadgets.
No infrastructure, pipes maschines etc
limitless? and the 9x9 bandwidth limitation is what?
+lesslighter well, maybe we CAN get a flying spell or two?
you could also add a (0,.1,0) vector to your look vector for QoL (it counteracts gravity, so you dont need to look up to fly at a constant height (you might need to tweak the .1 a bit though))
Subtle hint toward power armor.
"What's your vector victor"
You have clearance, Clarence.
It's like physics class all over again...
Hi anyone still reading these comments,
I'm having some issues. I've debugged and i'm getting 2 correct coordinates, but when I try placing the block sequence, it makes a strange diagonal line that always points towards 0,0,0. Why is this happening?
Can you use decimal numbers in this mod??
+destroyergm Yes.
Direwolf's PC is pretty old..
Part2: "A vector is a point."
Part3: "A vector is a line."
Direwolf... If you talk about vectors for over an hour you could have at least read the Wikipedia article about vectors.
Part 4: Vector is a fractal.
so, idea: stairs-up spell, but cast it with sand.
If it falls, you should cast it towards someone and use anvils. That would be amazing. And terrifying. But mostly amazing.
I'd say this isn't rocket science, but vector manipulation kinda is.
+Just A Dude Hmm. Quaternions? Eeuler angles? Matrix operation (multiplication, rang)? Complex numbers? Also this isn't all what vectors have to offer. There is a dot product that takes a cosine of an angle between 2 vectors. :P I honestly want to know your opinion on those. :)
Also my power is really, REALLY broken.
I'm guessing nobody understands that reference, but oh well. That being said, I have yet to find any superpower that comes anywhere close to being as broken as having complete control over any vector you can touch. Seriously, it's so simple, yet so ridiculously OP.
does anyone know how to do that stair combo but make its stop after 3 copies?
+Jack Coleman or set a limit on how many loops without unequiping the CAD
not first this time :^)
+Vasco Lavos (Vazkii) at least you tried
+Vasco Lavos (Vazkii) the moment when direwolf20 has no clue why the magnitude is changing as it is :D
+Vasco Lavos (Vazkii) Boku Dake ga Inai Machi!!
+Vasco Lavos (Vazkii) Is there a trick:draw debug that takes a vector or position and draw it in the world (like the look vector or entity position vector in F3+B)?
Eliav Rad Not right now, but that's actually a really good idea.
Imagine Someone having a bunch of obsidian, and spell to summon a solid cube on top of someone
Better yet, use warded glass. Oh the trolls.
And then have a spell that can be used to move the entire thing to your base!, keep your foes as imprisoned trophies!
watched it 3 times so far and im just not understanding it, very cool mod///very but i cant make it do the stuff you can
Wow Dire, I never thought you would have to teach 10th grade math in one of your videos...
at school i was like what da fak do i need vectors for
half a year later BOOM!
a cool mod that requires me to understand them
deam such world
he never said what 0/2 was and is it not und. so would you to be able to use a 0 in your x y and z. right?
0/2 is 0, decimal or integer. Plug it into your calculator. Zero divided by anything other than zero is zero.
+endreman0 theoretically, anything divided by 0 is actually infinity. Take 2/2=1, 2/1=2, 2/0.5=4, 2/0.25=8, 2/0.125=16, etc. the closer you get to 0, the larger the output is, so in theory, 0 itself would be infinity.
Renniuq If zero was infinity, anthing divided by zero would be zero. 2/1 = 2, 2/2 = 1, 2/4 = 0.5, 2/8 = 0.25, ... 2/(0 = infinity) = an infinitesimal number, which is approximated to zero.
The issue here is the last sentence. You could model that math with the equation 2/x = y, which can then be rearranged to 2 = x * y. This is an inverse relationship, which means that as one of the variables gets bigger, the other gets smaller. So as x approaches zero (gets very small), y gets very big (goes to infinity). That's all true.
However, if zero is infinity, then that equation cannot be true. Say 2 = x * y, x = 0, and y = infinity. If 0 = infinity, then x = 0 = infinity, and thus 2 = infinity * infinity. That's certainly false.
endreman0 I meant to say "so in theory, using 0 itself would result in infinity." in other words, I left out the part about using it as the divisor. but there is the aforementioned issue of 0 times infinity still being 0.
Renniuq Sorry, I don't follow. What is the calculation that you may or may not be able to do?
Now where's that Player ID Entity Target so I can specify So-I mean, "totally generic player" 's name, and make a spell that will always target that player, so long as we are on the same server. Just throw together some withering, burning, slow, weak, drowning, hunger, maybe a little bit of smiting for good measure, and it would be the perfect spell (especially on forgecraft, heheh).
Play project ozone on the curse voice
Using loop cast index and eidos manipulation reversal would kill your psi
In this video we see Direwolf teaching basic math...
Psyren?
mod author tried making a mahouka based mod but got confused and dropped some accelerator in accidentaly not that i mind tho the mod is awsome
Uploaded 15 seconds ago. Guess I'm early.
If Pizza^2 = Pizza
Pizza = ?
1 or 0
+Bio X Pizza = 0 or 1
*****
Everybody including my math teacher didnt know this, well done. now simple question, quick as you can answer: 2+2*2
+Bio X
Pizza^2=Pizza->
->Pizza^2-Pizza+0=0->
->Pizza = 1/2 ± sqrt((1/2)^2-0)=1/2±1/2 = 1 or 0
+Bio X Pizza = Deep Dish, but only on a Tuesday when it's cloudy.
this is the sort of mod where i would go to forum find pastebin of tutorial lvl's then get a pastebin of the kind of thing im after....yer its basicly like computercraft...except turtles have way less stuff they can do.
math with dire
even though ur look vector doesnt originate from 0,0,0 it will still start calculating from there :P
+jonny h. Technically, vectors don't have positions. Vectors have 2 things: Direction (where they point) and Magnitude (lengths). By "where they point" I mean something broad like "West" and not specific, like "at that cup." In 3D space, a vector is expressed as just 3 numbers; x, y, z.
Entity look may seem to originate from your head, but it is still only 3 numbers storing what direction it points and how long it is. "Your head" isn't part of that vector.
To use vectors in (3d) space, you have to specify a starting location for your first vector, and then you can place vectors from there. Minecraft and most math problems start at 0,0,0 for simplicity. In Psi, your first vector will typically be pointing from 0,0,0 to wherever you happen to be standing (Caster > Entity Position), and further calculations will branch from that vector.
The 'target looked at block' square of code seen in the previous videos; consisting of caster, entity position, entity look, and vector ray cast is simply taking the position vector of the caster (relative to 0,0,0) [your head] and adding the look vector to it and playing with the length. That combination of vectors gives the blue line that you see with F3+B [Though ray cast would extend that line until it intersects something]
Good job writing all that down
...or s/he understands vectors and explained it from their knowledge?
Vectors aren't that complex... Try calculus 3 with polar coordinates >_
Ahaha Math lesson thx to minecraft (actually a lot of kid would learn vector fast with that mod)
Just like how Kerbal Space Program teaches a functional knowledge of real orbital mechanics.
+ultimsing he made one little mistake, that will make some prolems in future for those kids. :c
nice video :)
It's a programming tutorial, m'kay...
Woo Vectors!! 😄
You didn't show awesome spells, Dire! Well, excluding the useful ones you made.
hoarry psi psi vectors
I think this is a pretty poor explanation of vectors. Especially in this special environment of a sandbox 3D environment, it would have been so much easier to explain and understand vectors if Psi had a way of showing actual arrows in the world. As it appears that's not the case, you should have moved outside of minecraft shortly to some basic animations / pictures and then back - or built arrows on a large scale yourself. Many operations you explain unfortunately completely miss the point of the operation. Mathematically, yes, *negate* changes the sign of each component but graphically, it gives the arrow pointing in the opposite direction of the input (this is also indicated by the little logo of the operator). The same goes for the cross product. It gives the one vector that is orthogonal (has an angle of exactly 90°) to both the two inputs. This is best explained with the "right-hand-rule" which is really intuitive and thus easy to understand, learn and use. As a simple verbal explanation of this rule is not very constructive, a basic animation or even real footage of a right hand would have made things clear from the get go.
All in all, while mathematical knowledge and understanding is certainly needed for this topic, it is much more important to get an idea of what all the vectors look like in a 3D environment, and what the operations do to them.
All these vectors manipulated and not a single thing Accelerated... Or Reflected... How sad. I need a chestplate that has a spell in it that simply vector negate-s all the things that attack me. Then I'll properly be Accelerator.
ohmybrain
"Vectors are simple math" he says. Not like they're A* grade maths... Anyway, lucky I'm an A* at maths!
Math is the enemy of all things good shame on you dire for trying to teach us math kappa lol
I feel like you don't know how programming works...
That being said I'm pretty sure you were joking and do know, in which case consider this a joke back. If not... Um.... Well... Yeah.
Renniuq well u got me i am Joking lol cats out of the bag lol
im an engineer and this explanation makes me cringe, but i guess its my fault for watching it :P