## What if I take Necrotic damage more than my hit point total?

In this past weekend’s session (near the end of Lost Mines), my fourth level Warlock took a critical hit from a Wraith.

I have maximum hit points 29, and was currently at 20 HP remaining; the double damage dice rolled as 27 points. As Necrotic damage was explained (I don’t have access to either a Monster Manual or DM’s Guide for 5th Ed.), this cannot be healed in any way prior to a long rest, leaving me with a 2 HP maximum for the remainder of the adventuring day.

It occurred to me to wonder what would have happened if I’d taken a couple more points (the roll of 10d8 would be expected to average 45 points, after all) — leaving me with maximum HP of 0 (since it can’t be negative) until a long rest.

Can a character even benefit from a rest when unconscious due to wounds? If not, would that leave my character in a sort of “limbo” state, where I could only be healed by something I couldn’t actually obtain/do?

## Finding the closest point in a set in o(n) time

Suppose I have a set S which is a set of points in a 3D plane. Given point P, is it possible to construct a data structure A such that the closest point to P in A can be found in o(n) time? My assumption would be to use a Kd-tree or an octree, which I think would take O(log_3(n)) to find. Any help would be greatly appreciated!

## How to deal with lack of advantages for a character starting at low point total?

I’m currently playing a character, and just made another, in a Dungeon Fantasy/DFRPG group that starts at 75 points (+50 disads, +5 quirks). It’s not all that difficult to make a viable character, even at that point total — you won’t have skills at “expert” levels, or only one at the expense of having others above default, but the group adventures are balanced for this power level.

What has just occurred to me, however (and appears to be an equally valid concern for vanilla GURPS), is that a common 250 point starting value, or even a 125 point value, will start with more Advantages than a 75 pointer — because the lower point total spends everything on attributes and skills (the template for a mage, for instance, pretty much limits advantages to Magery 2 over the required Magery 1, or an attribute increase).

One of the underlying tenets of “leveling” in DFRPG is that, once you’ve gained, say, 50 points and “leveled up”, your 75 point character will be roughly indistinguishable from a new character who started with 125 points — but that seems not to be the case, because the 125 point character will have started with one or more Advantages that the 75 point character couldn’t afford, and most advantages (like Magery, Trained by a Master, or Luck) can’t be gained through experience spending.

What’s the best way to ensure that a 75 point character isn’t at a, um, disadvantage relative to Advantages compared to a 125 point start, after playing a while and earning 50 experience? Is there a mechanism in the DF/DFRPG rules that I’m missing that allows adding Advantages on leveling up, or under other circumstances in play?

## What are the smallest and biggest negative floating point numbers in IEEE 754 32 bit?

I am stuck with a question that asks for smallest and biggest negative floating point numbers in IEEE 754 32-bit (their representation and decimal numerical value from which one can approximate the precision of the number)? So -0, NaN and Infinity do not belong to negative rational numbers.

I have stumbled upon -3.403 x 10^38 and 2^-126. I came close to the first one actually. I tried to do some calculations but got kind of lost in the process as floating point representation is counter-intutive for me, especially when calculating negative numbers. Can someone help me to clarify my thought process for the calculations so that I can find the numbers?

## Measuring distance in arbitrary scale point cloud

I have one point cloud(point cloud of human feet) of arbitrary scale. If I have another point cloud(of human feet) with dimensions known, can I get the dimensions of a first point cloud? How will scaling work here?. Please feel free to give references as I am new to computer vision.

## How to stop counting point when player dies (Destroy)

In my game, I’d like to stop counting points when the player’s y is -4. When the pink and red balls fall off the Plane the player gets points. But it seems a bit strange to be able to collect points after the player dies.

This is the code for the player:

     if (transform.position.y < -4)     {        Destroy(gameObject);        gameManager.GameOver();     } 

And in the GameManager.cs I have this:

   public bool isGameActive;     public void UpdateScore(int scoreToAdd)    {       score += scoreToAdd;       scoreText.text = "POENG: " + score;    }     public void GameOver()    {       isGameActive = false;       restartButton.gameObject.SetActive(true);       gameOverText.gameObject.SetActive(true);    } 

And this is the code for adding points when the enemies fall over the edge:

    if (transform.position.y < -4)     {        Destroy(gameObject);        gameManager.UpdateScore(pointValue);     } 

How can I make the game stop counting points when the player dies?

## How to have a point light with no falloff in Unity 3D?

Does anyone know of a good strategy to make point lights with no falloff, eg. anything in the radius of the light will be 100% illumination while anything outside the radius will be 0% illumination.

I want to use this as a sort of 3D line of sight drawing. The line of sight is a big sphere originating from the character’s head that I thought would be a clever idea to have that represented as a point light, however with the falloff it doesn’t correctly show where the edge of the line of site is.

I’ve tried a few solutions, such as a custom falloff package (doesn’t seem to have the options I want) and a few shaders, but I am terrible at shaders so it’s difficult for me to debug. I’ll post the shader here in case somebody can tell me if I’m being dumb, otherwise if someone can point me to a different solution that would be great. Thanks!

Here’s a shader I tried, but it just turns everything invisible and it’s not immediately obvious to me why:

Shader "Custom/No Falloff v2" {     Properties     {         _Color("Color", Color) = (1,1,1,1)         _MainTex("Texture", 2D) = "white" {}     }         SubShader     {         Tags{ "Queue" = "Transparent" }          Pass     {         Blend SrcAlpha OneMinusSrcAlpha          Tags{ "LightMode" = "ForwardAdd" }         CGPROGRAM         #pragma vertex vert         #pragma fragment frag         #include "UnityCG.cginc"         #include "Lighting.cginc"          // compile shader into multiple variants, with and without shadows         #pragma multi_compile_fwdadd_fullshadows         // shadow helper functions and macros         #include "AutoLight.cginc"          sampler2D _MainTex;     float4 _MainTex_ST;      fixed4 _Color;      struct v2f     {         float2 uv : TEXCOORD0;         SHADOW_COORDS(1) // put shadows data into TEXCOORD1             float4 pos : SV_POSITION;     };      v2f vert(appdata_base v)     {         v2f o;         o.pos = UnityObjectToClipPos(v.vertex);         o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);         TRANSFER_SHADOW(o)             return o;     }      fixed4 frag(v2f i) : SV_Target     {         fixed4 col = tex2D(_MainTex, i.uv) * _Color;      // compute shadow attenuation (1.0 = fully lit, 0.0 = fully shadowed)     fixed shadow = SHADOW_ATTENUATION(i);      if (shadow < 0.5)     {         return fixed4(0.0156862745, 0, 0.23529411764,1.0); //or any other color for shadow     }      return col;     }         ENDCG     }          // shadow casting support         UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"     } } 

## Does Thaumaturgy get a free discipline point?

My group and I have recently gotten into Vampire the Masquerade, 1st edition for you information, and I have been led to the Tremere clan thanks to my love affair with magic. I have been reading whatever I can, but I’ve come across some confusing passages.

When a character first learns Thaumaturgy, the player selects a path for this character. That path is considered the character’s primary path, and she automatically receives one dot in it, as well as one Level One ritual.

Is this an additional dot for the discipline, added to the three you automatically get for disciplines while building a character?

## Trying to understand the point of this scam email

I was reviewing my spam folder and spotted this:

People are going to have one of two reactions:

• Hooray! Free porn! Confirm, confirm, confirm! OR
• OMG! I didn’t sign up for porn! Now everyone can see my profile! I’m so embarrassed! Close, close, close!

I inspected the buttons and links in the email and they are all <a> with mailto in the href with multiple addresses in the mailto. Many, many addresses. All different like backpackersworld.com and tasmaniatours.com.au and yandex.ru.

I have seen this methodology in a few emails now that I’m looking for it.

I’m trying to understand the point of this attack. Are they trying to harvest email address confirmations? My email address has been in countless breaches because “the internet”. It’s not a state secret. Seems a lot of effort to go to for something that is public knowledge.

What am I missing?

## Is there a way to *round* a nearby point into the feasible set?

Let $$P \subset \mathbb R^d$$ be a polytope with interior given by $$F$$-many linear inequalities. Suppose we have a convex problem with feasible set $$P$$. For example computing the Euclidean projection of some point onto $$P$$.

Instead of trying to directly solve the problem we run Langrange multipliers on the dual problem. This gives a sequence $$\lambda_n \in \mathbb R_+^F$$ converging to the dual solution $$\lambda^*$$ and a sequence $$x_n \in \mathbb R^d$$ converging to the primal solution $$x^*$$.

We know $$x^*$$ is feasible but $$x_n$$ might not be. In practice we never compute $$x^*$$ itself but only $$x_N$$ for some very large $$N$$. Ideally we have theoretical results that say how big we must take $$N$$ to make the error less than $$\epsilon$$.

Doing that, we get an infeasible approximate solution $$x_N = p$$ that we know is distance $$\epsilon$$ of $$x^*$$. That means the ball of radius $$2 \epsilon$$ around $$p$$ intersects the interior, and we know $$x^*$$ is somewhere in that intersection.

To get a feasible point near $$p$$ the obvious thing to do is project onto $$P$$ . Unfortunately this amounts to solving another problem on domain $$P$$ and we’re back to where we’re started!

However we have in fact simplified the problem as any $$y^*$$ in the red region is feasible with $$\|x^* -y^*\| < 2\epsilon$$. Is it any easier to find such a $$y^*$$ than solving the original problem?