CasNum

(github.com)

202 points | by aebtebeten 6 hours ago

17 comments

  • ggm 5 hours ago

      F.A.Q
        Q: buT cAN iT rUn dOOm?
        A: It can't really "run" anything, its a number.
      
        Q: Is it fast?
        A: Define "fast". If you mean "faster than copying Euclid by hand", then yes, dramatically.
    
        Q: Why did you make this?
        A: I wanted arbitrary precision arithmetic, but I also wanted to feel something.
    
    I can relate. Expecially the 3rd one.
    • 0x0mer 5 hours ago
      Haha thank you! I'm glad to hear!
  • rablackburn 1 hour ago
    Fantastic comedic writing (and project, of course). It had me guffawing.

    To add my own "most relatable" quote to this thread:

    > As always, please save any important work before running anything I ever write.

    :')

    But really I just want to add to the cacophony of appreciation in this thread :)

    0x0mer, I hope you feel the love from this reaction and can bask in that warm inner glow for years to come.

  • tingletech 5 hours ago
    Cool. I just learned of compass and straight edge calculations from this video on doubling a cube https://www.youtube.com/watch?v=96LbF8nn05c from Ben Syversen's channel a couple of months ago
  • 0x0mer 6 hours ago
    Thanks for posting, means a lot! :) I'd be happy to know how you stumbled upon it
    • lagrange77 5 hours ago
      > CasNum (Compass and straightedge Number) is a library that implements arbitrary precision arithmetic using compass and straightedge constructions. Arbitrary precision arithmetic, now with 100% more Euclid. Featuring a functional modified Game Boy emulator where every ALU opcode is implemented entirely through geometric constructions.

      Awesome :D

      • 0x0mer 5 hours ago
        Thank you! :)
  • danilor 4 hours ago
    This is so nice!!

    I'm wondering how hard would it be to extend it to include the whole game state plus all the ROM into the plane at the same time, and have it compute the next step from that!

    • 0x0mer 4 hours ago
      That's a good question :)

      I was wondering about this myself, it feels and probably is possible, and I have some ideas on how to do it. Though, on the one hand it would be cool if the entire GB was emulated using compass-and-straightedge, but OTOH, it would be less "pure" and a little more "forced" than just simulating the ALU, if you get what I mean.

      One idea I had is trying to draw the graphics of the game using compass-and-straightedge constructions (i.e., using circles and lines to draw approximately the GB graphics)

  • nmaleki 2 hours ago
    I am really curious how this compares to https://github.com/rubenvannieuwpoort/reals
  • flir 4 hours ago
    Well that's just lovely.
  • mtsolitary 5 hours ago
    Tried to use it to solve a quintic equation and it didn’t work :(
    • 0x0mer 4 hours ago
      Sadly this feature request was denied by Abel-Ruffini :(
      • hwhshs 2 hours ago
        Not completely though. Merely for almost all quintics.
  • ko2026 5 hours ago
    Coolest thing I've seen in a while Well done!
    • 0x0mer 4 hours ago
      Thank you! :)
  • random_duck 5 hours ago
    I have no idea what is going on here...
  • brcmthrowaway 5 hours ago
    Was Claude used?
    • 0x0mer 5 hours ago
      The only part of the code that was written by AI is the graphics window visualizing the constructions (i.e., the points, lines and circles) and I used codex
  • measurablefunc 3 hours ago
    Nice job but I'd like to see it implemented w/ polynomial rings & quotients.
  • user3939382 4 hours ago
    Why is GitHub asking me for a login to view a public repo link? What is this LinkedIn now?
    • macintux 3 hours ago
      That's strange. I just tested in a private tab (Safari) and wasn't asked to log in. Hopefully this isn't some A/B testing fiendishness.
  • typon 3 hours ago
    Like an oasis in a desert of LLM slop. Thanks I enjoyed this README
  • shablulman 5 hours ago
    [dead]
  • tsoukiory 4 hours ago
    [flagged]