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Re: random points near central point

From Ben Bacarisse <ben.usenet@bsb.me.uk>
Newsgroups comp.programming
Subject Re: random points near central point
Date 2023-07-23 21:04 +0100
Organization A noiseless patient Spider
Message-ID <87tttul7h9.fsf@bsb.me.uk> (permalink)
References (7 earlier) <70c10615-2473-4f66-ab1c-c632aa33fa5cn@googlegroups.com> <f95fe6e8-b77b-42ba-a3d9-78057e1101c0n@googlegroups.com> <87fs5en385.fsf@bsb.me.uk> <87a5vmn1qp.fsf@bsb.me.uk> <u9jlh9$a2ki$1@dont-email.me>

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Richard Harnden <richard.nospam@gmail.com> writes:

> On 23/07/2023 15:25, Ben Bacarisse wrote:
>> Ben Bacarisse <ben.usenet@bsb.me.uk> writes:
>> 
>>> fir <profesor.fir@gmail.com> writes:
>>>
>>>> sobota, 22 lipca 2023 o 21:24:23 UTC+2 Ed Prochak napisał(a):
>>>>> On Friday, July 21, 2023 at 8:55:36 AM UTC-4, fir wrote:
>>>>> []
>>>>>> no i dont want to put an asteroid in 'cylinder' from radius r1 to r2
>>>>>> i want to set most of them in circle r1 and rest in cylinder from r1 to r2
>>>>>> such way it would look naturally such as a n group of astronomical things
>>>>>> or pieces of things when you shatter them on the floor - most density in
>>>>>> the centre till r1 less near r2 and none outside r2
>>>>>>
>>>>> I suggest you define your expected distribution first.
>>>>> You might begin by defining the distribution you really want.
>>>>> case 1: Is it constant density from 0 to r1 and then linear decline of density from r` to r2?
>>>>> case 2: is is a natural distribution of "astronomical things"?
>>>>> (clearly not like case 1, consider the solar system, including the asteroid belt)
>>>>> case 3: is it a random scattering as "when you shatter them on the floor"
>>>>> (clearly not like case 1 or 2. This is a gaussian distribution.)
>>>>> case 4: SOMETHING ELSE???
>>>>>
>>>>> State your desire clearly and we may be able to help you. Without a clear goal,
>>>>> you'll be debugging potential solutions forever.
>>>>>
>>>>> Ed
>>>>
>>>> i dont care to much exactly i need to set a pack of 200 asteroids
>>>> around some point to look good (but this should be not to much density
>>>> in centre, ilke 10 asteroid cover the same piece of screen, thety may
>>>> cover partially, but not like stack in 10 in one place)...also i want
>>>> to use this function to set other things like in random group (but not
>>>> like brush in pain, its more like more density in centre (where centre
>>>> is not point but circle) and gradually less from r1 to r2
>>>
>>> A bit like these:
>>>
>>> http://bsb.me.uk/tmp/r1.png
>>> http://bsb.me.uk/tmp/r2.png
>>>
>>>> i think its not hard to understand what i want
>>>
>>> It's hard to understand what you write.  I am sure what you want is
>>> quite simple.  This is not about C so I'm going to crosspost to
>>> comp.programming and set followups.  I won't post about it here again.
>> You posted again in comp.lang.c and not here.   Oh well...
>> In case you choose to follow the proper etiquette, here's three other
>> images that maybe match waht you want.  It's really hary to tell.
>> http://bsb.me.uk/tmp/r3.png
>> http://bsb.me.uk/tmp/r4.png
>> http://bsb.me.uk/tmp/r5.png
>> 
>
> Who knows what Fir wants?  He seems determined to not explain.
>
> If he wants an asteriod belf, then r1 and r2 look good to me.
>
> If he wants a recently exploded moon/planet, the r4 and r5 look good. r3,
> too, not so much.

I can't make it out at all.  But he also insists on posting in
comp.lang.c where I think most people don't reply and don't intend to
any more.  Also he says he does not need any help, so that's easy!

-- 
Ben.

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Thread

Re: random points near central point Ben Bacarisse <ben.usenet@bsb.me.uk> - 2023-07-23 14:53 +0100
  Re: random points near central point Ben Bacarisse <ben.usenet@bsb.me.uk> - 2023-07-23 15:25 +0100
    Re: random points near central point Richard Harnden <richard.nospam@gmail.com> - 2023-07-23 17:46 +0100
      Re: random points near central point Ben Bacarisse <ben.usenet@bsb.me.uk> - 2023-07-23 21:04 +0100
  Re: random points near central point Y <yyyyyyyyyayayayyyyyaaaaaa@hotmail.com> - 2023-07-23 09:04 -0700

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