-
```
Inside tdCarBody, when you compute the weight transfer you should clamp the
final value.
Now:
var longTransfer:Number = vertDiff ? (zCenterOfMass / vertDiff) * totMass *
_kinematics._longAccel …
-
```
Inside tdCarBody, when you compute the weight transfer you should clamp the
final value.
Now:
var longTransfer:Number = vertDiff ? (zCenterOfMass / vertDiff) * totMass *
_kinematics._longAccel …
-
```
Inside tdCarBody, when you compute the weight transfer you should clamp the
final value.
Now:
var longTransfer:Number = vertDiff ? (zCenterOfMass / vertDiff) * totMass *
_kinematics._longAccel …
-
I just wonder if you have already something to create "realistic" shadows from shapes which hide some part of themselves due to the view angle like trees, light pole, fence, gate or grid ?
For now an…
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Currently, the `in` operator is implemented via the `internal.member_2` and `internal.member_3` built-in functions. That way, the evaluator has the evaluate the operands of `x, y in xs` **in full**, a…
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## Short description
`sprintf` now can panic when given malformed format strings. However, this is a difficult `panic` to invoke outside of direct use of the parser/evaluation functions in Golang.…
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Hi,
Thank you for the great work and the tremendous efforts of open-sourcing the baselines!
I tried the VLM baseline and noticed that the model performance is way lower than the reported result…
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It might save alot of resources to have the game in side view instead of top down. This will allow for the rest of the game to be more advanced. On the other hand this will give the game a whole other…
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The arithmetic operators use the go math/big library under the hood however we seem to be running into loss-of-precision problems with several test cases. These cases from the rego-cpp implementation …
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See:
- a39fcae7a836 ("perf/x86/intel: Add topdown events to Intel Core")
- 239bd47f8355 ("perf stat: Add computation of TopDown formulas")
> topdown level 1 uses a set of abstracted metrics which
> …