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The server authority netcode has been largely reworked recently too, collisions are MUCH better now. Nearby vehicles get predicted so you dont have bad or delayed collisions. This cop car is serverside!

15,650 Aufrufe • vor 6 Tagen •via X (Twitter)

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I have a pi-day challenge for all the physics students among you (or anyone willing to set up an experiment). If you share your results with me by March 10th, I may feature them in a video, depending on how good the results are and how many I get. Many years ago I made this video about how two colliding blocks on a frictionless plane can compute pi. My challenge to you is simple: Implement this in practice. The original puzzle assumes zero friction and zero energy loss in collisions, so obviously there are limits to how far you can get. I can tell you the real limiting factor is energy lost in collisions, more so than friction. Also, it's a wildly inefficient way to compute pi, to even get "3.14" you'd need this to work with a 10,000-to-1 mass ratio and have a way to count all 314 collisions. Matt Parker and I actually gave this a go, and the results were...okay, but could definitely have been improved :) Note, there's no reason to restrict yourself to powers of 100. For example, you could use powers of 4 to compute pi in binary. A mass ratio of 64-to-1 should give 25 collisions, which is 11001 in binary, and pi looks like 11.001... More generally, with a mass ratio of N-to-1, the number of collisions is around π / arctan(1 / sqrt(N)). So any big mass ratio gives you an approximation of pi by multiplying the number of collisions by arctan(1/sqrt(N)) If you do this, you can reach out to the channel via this page: Be sure to have a link to footage of the experiment. If anyone can get it to work with 100-to-1, I'd be happy, and if anyone can do it for 10,000-to-1, I'd be both delighted and amazed.

Grant Sanderson

177,775 Aufrufe • vor 1 Jahr