Bitwise operations in gimkit

Oop.

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I think you can do nth digit stuff using logs…

You can do it using the remainder block.

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average blackhole posting the most complicated problem on the forums

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That’s… just BlackHole.

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yea i know
you should see him on the gimkit discord, talking about math all day long

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Blackhole927 is also a W game night host.

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I’m basically mini BlackHole with math… I know some, but not as much as him or her.

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It’s a him. Also, you probably know more math than Blackhole927 lol.

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Definitely more than me too.

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really? blackhole seems freakishly smart

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No. I know a bit of lots of fields. You’d stomp me in calc. and trig. and set theory. I just know a lot about number theory since its interesting.

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Yes, but he’s still learning calc (apparently), while getrithekd already knows a lot about it (I presume), and some other fields. It’s his computer science and application of elementary functions that scares me.

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I know the fundamentals, but I blank after simple polynomial integration and derivatives or simple sine and cosine.

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isn’t this like very off topic now? idk

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Applications of mathematics can be a lot scarier than knowledge of mathematical terms and calculations/formulas, if the gap isn’t too large. However, once the gap between two people gets larger (arithmetic to calculus), then application becomes weaker.

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It is. Let’s get back on-topic.

Anyone found anything interesting about how we could implement bitwise operations?

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That’s right. I seem scary in my guides since I’m using a relatively new concept of player ids to make a menu, but the concept is simple.

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Reposting:
I have an idea. Maybe we set the bits one by one. Say we want to set the nth bit from the right to 0. It represent 2^(n-1). We find the number mod 2^n. If that number is >= than 2^(n-1), then we subtract 2^(n-1). If not, then we do nothing. This might still be too laggy though.

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I’m not going to create a 3d graphing calculator, but the GUI will support 3D and might be used for a small 3D based game(like minecraft) in the future.

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