very useful for my mob farms that are insufficient by 1.01%
@jacob_997 Жыл бұрын
beepir you are the biggest minecraft nerd
@BeepirBypr Жыл бұрын
@@jacob_997 😔
@Hietakissa Жыл бұрын
You mean inefficient?
@aklltv9598 Жыл бұрын
@@Hietakissa insufficient
@Periwinkleaccount Жыл бұрын
By 1%, not 1.01%.
@theoverseer393 Жыл бұрын
“Why are your tunnels 20-25° askew?” “Makes it easier to run from mobs”
@petersmythe6462 Жыл бұрын
Note this means that in order to escape something really fast pathing across the ground in Minecraft, you shouldn't be running in a straight line or diagonally but 20-25 degrees away from a straight line.
@palladianaltruist8047 Жыл бұрын
diagonal lines are straight; you're thinking of 20-25 degrees away from a horizontal axis.
@Hacker1o1 Жыл бұрын
@@palladianaltruist8047 no big diff, his point still stands
i thik that reLLY is the best takeaway. sry, im just typig quickly with my two knuckles.
@TheGoodMorty Жыл бұрын
I feel like this is the perfect kind of content to make a kid who is kind of into minecraft actually find an interest in math
@whitestonejazz Жыл бұрын
It's always surprising to learn how many people find math interesting and think they don't.
@p1nball729 Жыл бұрын
I actually got into math because of minecraft
@cleverman383 Жыл бұрын
@@whitestonejazz most people think math is just memorizing formulas and plugging numbers into them, because that's all that's taught in school
@jadedesigns6171 Жыл бұрын
@@whitestonejazz Because public school math is the most boring and disgusting appropriation of what math actually is
@jarbarsi Жыл бұрын
@@whitestonejazz I have always known that I find math pretty interesting, but I have always and will always hate math classes, drilling the same formula with different numbers over and over for weeks on end is infinitely less interesting than actually having an application to use those formulas in. (and I'm not talking about the freaks in word problems that want to buy 500 watermelons or own strangely geometric plots of land lol)
@tsawy6 Жыл бұрын
This isn't taxicab geometry but the chessboard geometry (named after the movement of kings or queens), known in math spaces as the chebyshev metric
@olafim299 Жыл бұрын
not really chess geometry as the diagonal distance is still counted at the square root of two not as one
@tsawy6 Жыл бұрын
@@olafim299 are you sure about that for pathfindings sake? For speed, yes, but it seems from this vid like the pathfinding considers a diagonal as one block when doing 'pathfind to within 13 blocks' Diagonal as sweet of 2 is consistent with stando Euclidean geometry, which obviously isn't in play here
@random832 Жыл бұрын
@@tsawy6 my understanding is that he's considering speed more relevant than pathfinding for mob farm efficiency because the mob occupies its spot in the spawn cap until it reaches the portal. Counting a diagonal as one block would make the 'circle' a square [a normal one, not a 45 degree diamond shape as in taxicab geometry. I believe the AI goal actually uses taxicab geometry to decide if a destination is close enough, and doesn't directly consider either the time or the number of pathfinding moves]
@tsawy6 Жыл бұрын
@@random832 your second point is absolutely correct, and I'd forgotten that. It's a strange sort of hybrid geometry, where distances are calculated euclideanly, but the allowed paths are restricted. You can't travel the distance from (0,0) to (1,2) directly as the root(5) distance it is in euclidean, nor can you do it in the same time as travelling 2 blocks (the distance in chebyshev), nor does it take 3(as it would in taxicab). The minimum distance you can do it in is 1+root(2). Huh, this is a fascinating metric that I don't think we ever covered in my functional analysis course! Formally it's probably easiest to think of a vector space where paths are parameterised as a(1,0)+b(1,1)+c (0,1) where a,b,c integers. Then the distances are given by a+c+root(2)b. We can see from this I think that the distance from (0,0) to (x,y) is given by (for x
@PhilfreezeCH Жыл бұрын
The chebyshev metric would mean the mobs have independent x and y speeds, so it takes them the same amount to travel one block diagonally than it takes them to travel one block along the coordinate axis. I might be wrong but I don‘t think that is the case. In other words while traveling along the diagonals the mobs would have sqrt(2) times the soeed of traveling along one of the coordinate axis.
@Zuchii Жыл бұрын
As someone that thoroughly enjoys overcomplicating farms & avoiding typical "out of the box" tutorials, this content resonates extremely well with me. Sub'd !
@_KK Жыл бұрын
Chebyshev distance! Honestly when designing AI based farms (not a big fan) I usually timed mob lifetime and was spawning them manually around the outer edge finding where it's the needed value, usually for pigman farms in the end it was a shape looking like a mandelbrot set instead of a half circle, not sure if you did practical tests for this video
@_KK Жыл бұрын
If you need to find lifetime of a mob do the following commands: "/scoreboard objectives add [Name] dummy [Display name]" "/scoreboard objectives setdisplay sidebar [Name]" And put the last command in the repeating command block "/scoreboard players add @e[type=Pigman] [Name] 1"
@owendeheer5893 Жыл бұрын
Could you elaborate this, I don't quite understand
@_KK Жыл бұрын
@@owendeheer5893 On what exactly? You take some number lets say 70 ticks and you spawn mobs around your platform and only keep positions where lifetime is
@owendeheer5893 Жыл бұрын
@KK ah I see, that makes sense. And I guess the 70 ticks is the cycle time you choose for the farm or something like that as you don't want mobs to be too long on the platform
@dantesk1836 Жыл бұрын
omaigosh. it's KK!
@naturecomics Жыл бұрын
For those of you wondering, distance between two coordinates here would be equal to max(x,z)+min(x,z)(sqrt(2)-1) where x and z represent the positive difference between the coordinates along the respective axes. Adding this to my list of distance types! Euclidean, Manhattan, Chebyshev, and now Minecraft(?)!
@SteamShinobi Жыл бұрын
Im sorry to bother, this looks very similar to the equation he used for determining zompi 8*(sqrt(2)-1) are they related? How is this working?
@klobiforpresident2254 Жыл бұрын
"Minecraft distance" is Chebyshev / chessboard distance.
@AlphaFX-kv4ud Жыл бұрын
@@klobiforpresident2254 technically isn't it slightly different because it still only has 1 Euclidean distance always being the same as 1 Minecraft distance unlike in chess where it isn't always the same thing
@naturecomics Жыл бұрын
@@klobiforpresident2254 There actually is a difference. The diagonals in Chebyshev/chessboard distance have a length of 1 while in "Minecraft distance" the have a length of sqrt(2).
@naturecomics Жыл бұрын
@@SteamShinobi They are related! Basically, he calculated the "Minecraft distance" between two adjacent points on the "circle", multiplied that by eight, and then divided by the diameter. The result you get from this is 8*(sqrt(2)-1).
@TMinusRecords Жыл бұрын
It's amazing how you innovate in areas we don't even think about
@Orberror404 Жыл бұрын
If we're familiar with L_p norms, then the L_(10/3) norm seems to be a good approximation to the metric described in the video. For a summary, L_1 is taxicab geometry, L_2 is Euclidean geometry and L_infinity is Chebyshev geometry. The formula for pi in this case is given by: 2*integral_0^1 (1 + (x^(10/3)/(1 - x^(10/3)))^(7/3))^(3/10) dx, which is very close to 3.31 (check with wolfram alpha). And if you plot the unit ball onto desmos |x|^(10/3) + |y|^(10/3) = 1, you get a very similar looking 'squircle' to the shape in the video. Edit: noticing some answers saying that this is Chebyshev geometry - not quite because the time taken to walk a diagonal is NOT the same as the time taken to walk orthogonally (compare with a king on a chessboard for instance). But it's not quite Euclidean geometry either, because the zombies don't walk in a straight line. So the answer lies somewhere between L_2 (Euclidean) and L_infinity (chebyshev). And it turns out that L_(10/3) fits the bill.
@soninhodev7851 Жыл бұрын
Yes, in fact i know why, if you as the player where to mimic the way the pigman move diagonally, what you would do is rotate your camera so its 45º from the grid, and then press 'w', and if you were to mimic chebyshev diagonal movement, you would rotate your view so alings with the grid, and then press 'w'+'d' which as any PvPer could tell you, makes you move sqrt(2) times faster.
@cetusdf3380 Жыл бұрын
watched your vanilla skyblock series on the old channel so long ago, super pleased to see the algorithm has fed me this video to lead me back here. glad to see you're still around.
@Axodus Жыл бұрын
Not only does the spawning pad look cooler, it's also more efficient.
@slicedlime Жыл бұрын
That’s a really cool analysis!
@pkalman2045 Жыл бұрын
great execution of a unique idea. your channel is going places, sir. (and now i'm gonna binge your other videos lol)
@Windows__2000 Жыл бұрын
You get your honorable spot in "might be useful later" playlist
@muffinman9018 Жыл бұрын
Imagine if a farm was 0.5% away from reaching maximum efficiency...
@darkwise8628 Жыл бұрын
you might know this already, but using the carpet ai_tracker module you can display the path finding of mobs!
@petervasil6159 Жыл бұрын
im so happy that i found this small channel , this is top tier content and i hope you had a great pi day (you tube recommended was a bit slow )
@rigierish3807 Жыл бұрын
That's what I love about sandbox games such as Minecraft : when you take advantage of the game's mechanics to do the most efficient farm, there's always something to discover to make it even more efficient than before, and after exploiting every mechanics, after optimizing the number of blocks or the space your design takes, after doing it in the most convenient place in the most practical way, you can still improve it by understanding how the games calculate things as basic as the path finding of mobs to make the platform the most efficient for their path finding. That's incredible.
@ShrekPNG Жыл бұрын
4:10 They are called sectors. A sector is a part of a circle, delimited by two of its radiuses. A segment is a part of a circle, delimited by its chord
@Carhill Жыл бұрын
4:11 - For the eighth of a circle, I'd borrow from our lovely musician friends and say hemi-demi-semi-circle. 😂
@calvin5374 Жыл бұрын
Love how you just notice something in minecraft and start a study about it. I do it sometimes as well, but with everyday stuff
@deegobooster Жыл бұрын
I remember gnembon did a video on this topic a long time ago but I keep falling asleep. Your explanation is much cleaner and understandable for me 😅
@roderik1990 Жыл бұрын
4:12 Reasonably sure that an eighth of a circle would be a hemidemisemicircle.
@NicoisLOST Жыл бұрын
Super cool stuff man, good job!
@FQT_Keller-Ash Жыл бұрын
wtf i stumbled onto this video and its genuis i love looking at technical parts of video games and i havent seen anyone else do this in minecraft idk hope you keep making content and also Erin Go Bragh
@retu3510 Жыл бұрын
This is such a fun and weird channel, I also want to have so much fun messing around in minecraft! :D too bad I don't have a math background.
@PieterZijlstra Жыл бұрын
you're growing like crazy! Well-deserved!
@CivetKittyMC Жыл бұрын
I wonder how this will shape the oldschool donut gold farms as these are freakishly hard to build without external tools.
@ArchDennam Жыл бұрын
I'm not quite sure if those will change, since those are based on spheres around the player, not the walking distances of the zombie piglins. But if there's some further optimisation that could be done for them on, say, the path from the donut to the player I'm right there with you wondering too.
@EebstertheGreat Жыл бұрын
In StarCraft, the distance function is very simple to save resources. It requires no divisions or square roots (the divisions in the source code are compiled to bitshifts) and uses a linear approximation of distance mirrored a few times. The result is that a curve of constant distance from a point is not a circle but instead (approximately) a regular dodecagon. The distance function takes an ordered pair data type called an xy which has the differences in the x- and y-coordinates of the two points in fixed-point 8.8 binary format and returns an approximation of the Euclidean length of the xy. It looks like this: int xy_length(xy vec) const { unsigned int x = std::abs(vec.x); unsigned int y = std::abs(vec.y); if (x < y) std::swap(x, y); if (x / 4 < y) x = x - x / 16 + y * 3 / 8 - x / 64 + y * 3 / 256; return x; } So in the first quadrant, if y > x/4 or x > y/4, it just uses that larger value. If not, it will use a line with slope of -236/99 = -2.3838... if x is larger or -99/236 ≈ -0.419491 if y is larger, with this reflected for the other three quadrants. The endpoints almost meet up, but not quite due to the rounding built into the calculation. It's extremely efficient and surprisingly convincing in practice, though it does cause a lot of headaches for AI-controlled units. Additionally, although there are 256 possible angles in StarCraft (32 of which have unique sprites), most of the time units only move along the 8 primary directions, at least if they are traveling any significant distance and don't encounter an obstacle. However, although they can only move in 8 directions, they still move at a roughly constant speed (in the Euclidean sense), so it still takes longer to move along the diagonal of a square than one of its sides. So you don't get this King's-move behavior.
@DashPum4 Жыл бұрын
Woah ive been watching u for a while so this video is especially cool lol
@bruhmoment1835 Жыл бұрын
Sectors, segments, and arcs are the words you're looking for
@gregwhite6998 Жыл бұрын
Wow the KZfaq algo is weird. Recommends a bunch of weird stuff but glad it recommended this! Great video, good content, pace and feel. You rattling off Pi at the end was disgusting lol Great stuff please keep it up, got a new sub!
@DoctorPlasmaMC Жыл бұрын
"there's no pi on this 4-func calculator" ... "oh yeah" *types it* my favorite reason I learned a bunch of pi
@andrewcpu Жыл бұрын
I just stumbled onto your channel, I've been out of the Minecraft dev scene for a while, but damn, i love this video. idk if its how you speak or something but, for real, good video
@Sawyernilsson Жыл бұрын
Man i was impressed when you went past the 50th diget, i can only do up to 3.141592653589793238462643383279 (31 digets if i can count correctly)
@thechosenone7849 Жыл бұрын
And went to the 69th digit (after the decimal). Nice
@FM_MC Жыл бұрын
amazing video man keep it up!!!
@ProbablyBarney Жыл бұрын
this video snipes the sweetspot of my brain that has a weirdly vested interest in both math and minecraft
@sgrey9181 Жыл бұрын
This is genuinely the best Minecraft farm video I have seen in years. You earned yourself another sub!
@RigoVids Жыл бұрын
The taxicab analogy forgets one aspect, that being that the distance covered still takes time. The mobs walk the same distance across diagonals, meaning it may be slightly less efficient to have the mobs travel along the diagonals.
@dimaryk11 Жыл бұрын
I really like your energy and general curiosity. Thank you for lighting up my day
@FloppyDonk Жыл бұрын
Wow this is really interesting! Super cool use of math tailored to minecraft!
@andrewevenson2657 Жыл бұрын
Fascinating, this is some unique pi day content right here!
@theweeniemobile Жыл бұрын
I loved all the analysis and math, and then finding an application for it all in making the farms fractionally more efficient
@EnderMega Жыл бұрын
"Today I was playing Minecraft and decided to calculate Pi." Also, making the title "... increasse by 1%" was zero click bait, nice!
@dukecatfishjunior6291 Жыл бұрын
this video should've totally been 6:28 long for 2*pi
@thedenominator_ Жыл бұрын
cool, i love these sorts of pathfinding farms and optimizations!
@lightguy250 Жыл бұрын
minecraft's william osman in all seriousness this is very interesting, just when you thought we had gotten the "perfect" farm someone comes up with this tiny optimization
@rukus_1 Жыл бұрын
This stuff is really cool that I doubt most others think about. Keep it up
@BurkeMcCabe Жыл бұрын
This is such a good example of why non-euclidean metrics are useful! This channel is everything I ever wanted ❤
@YounesLayachi Жыл бұрын
easiest subscribe of my life. i was really hoping to see more minecraft videos when i clicked your channel, instead of more pi videos (i mean, with the passion you speak about it, it could have went either way). was not disappointed !
@nyanezt9636 Жыл бұрын
very interesting and informative video, thanks!
@lexiette8343 Жыл бұрын
they live in a world where circles are octagons, truly terrifying
@maxinac Жыл бұрын
Thanks for sharing your parrot project at the end, I didn't know they were telling you the nuclear launch codes!
@Kelvoraax Жыл бұрын
As far as I'm aware, 1/8th of a circle would just be a sector!
@whtiequillBj Жыл бұрын
@0:36 "sort of weirder diagonal" the word you are looking for is "oblique".
@ITS_MEEE333M Жыл бұрын
matt parker might be a bit happy that his hand calculated pi's can be closer to minecraft's pi XDD
@migsy18 ай бұрын
Nobody has commented this yet, but all of the digits of pi at the end are correct! Great job Chris!
@Pipinder_ Жыл бұрын
Such a great content! For the whole video I thought you have at least 100k views. Very underrated, keep going!
@xiphosura413 Жыл бұрын
You remind me somewhat of SethBling, I remember really enjoying his content like this, digging into how the game works.
@mrchampion7134 Жыл бұрын
This knowledge will be applied to villager operated farms and bee farms, increasing productivity by 1% or more. 😊
@addymant Жыл бұрын
As far as I can tell, the distance formula in this model is |x - y| + sqrt(2) min(x, y)
@ryansullivan3085 Жыл бұрын
I don't know how I haven't noticed that zombies only walked in 8 directions. I've been playing this damn game since before zombies were even added!
@jek__ Жыл бұрын
Funny you measured the radius when talking about pi. People cant help but align with the more natural tau :P
@whitestonejazz Жыл бұрын
Perhaps a tau day video is in order
@wheresmymuffins Жыл бұрын
another application for this specific kind of movement is tabletop gaming, like D&D or Warhammer, where minis are confined to the grid, and moving diagonal 1 block is considered the same as moving 1 block along the grid (depending on the rules; in some games/editions, a diagonal move might count as double movement instead)
@addymant Жыл бұрын
By the way, I got a different value of pi than you. Area of an octagon I believe is 2 sqrt(2) r^2 (where r is the major radius), which lines up pretty nicely with πr^2, so π = 2 sqrt2 ≈ 2.83 So I guess I'll see you on Feb 83rd!
@teacher2tattooartist Жыл бұрын
It is call "60 degree arc" nice video! 4:20
@Dragenst Жыл бұрын
really enjoyed the video! what you're reffering to is also more formally denoted as "Manhattan Distance" (might give better search results idk) I researched a lot on this topic when doing distance functions for a crosshair builder I was working on while in college. also, I love to see people finding out these sorts of things that are genuinely interesting; It's something I wouldn't expect to see in a Minecraft video. color me pleasantly surprised and satisfied.
@Bloopy Жыл бұрын
I don't even care about the farm I just clicked the video bc the title was too good
@wingedcatgirl Жыл бұрын
That is... a lot more pi than I have memorized! Though you happened to pause for a sec right after the last number I know.
@ConsumerOfCringe Жыл бұрын
Hemidemisemicircle: one eighth of a circle
@youvebeensubbedto8009 Жыл бұрын
this is really cute and informative :>
@RockylarsYT Жыл бұрын
We do see the Zombie Pigman walk a 2 block long diagonal or just half diagonal in the beginning though, so they can go in 16 directions.
@captainpolio867 Жыл бұрын
After paying close attention to the blocks the piglin walked on, it follows the "8-directional" format
@myreneario7216 Жыл бұрын
I think mobs used to walk in straight lines in older versions. Since when can mobs only walk in 8 directions?
@whitestonejazz Жыл бұрын
I first noticed it in 1.17 with zombies. Beyond that, no idea
@UltraAryan10 Жыл бұрын
I never noticed this before in java but have always noticed it on bedrock. Idk if they changed it on java or I am just dumb.
@geodude671 Жыл бұрын
I think it changed in 1.3
@TheDeadOfNight37 Жыл бұрын
I have no clue, I've been playing since beta 1.8 and I feel like maybe I've always subconsciously noticed it?
@JNCressey Жыл бұрын
It was snapshot 12w03a when zombies were given advanced pathfinding.
@ericlippe Жыл бұрын
Knowing that there is a minimum distance in the real world at the planck length(1.6*10^-31m), does that mean that there is a degree to which pi can be rounded that does not impact measurements in the real world?
@whitestonejazz Жыл бұрын
yes. neat thought. Probably like 80 digits would be enough to specify any distance in our own universe.
@zebragoboom Жыл бұрын
yes, and beyond that, it isn't actually inconceivably long.
@5thearth Жыл бұрын
Basically, measure the circumference observable universe in Planck lengths, count how many digits that number has (the exponent in scientific notation), and that's how many digits of pi you need for "absolute accuracy". It's about 65 digits.
@TheNarwhalAssassin Жыл бұрын
Careful! The Planck length isn’t some sort of “size limit” on the universe - that’s just a misconception. The Planck length is just a unit in which a couple physical constants (speed of light, gravitational constant, Planck constant, and Boltzmann constant) have a value of 1. It’s not any different than an inch or a meter, except that these constants look nice. Some people have speculated that funny quantum things might happen around this length, but those are just speculations. It’s better to think of the Planck length as a mathematical nicety to make equations look simpler, rather than give it any sort of physical interpretation.
@ericlippe Жыл бұрын
@@TheNarwhalAssassin That is true, however, modern research suggests that, based on our conception of distance in space, units smaller than the planck length are not discernible in 3-dimensional space. A large basis for our understanding of length is through particle acceleration and collision, and, based on our current understanding of things, there are not particles that can be closer together than a planck length. When approaching the planck length, models suggest that higher-energy collisions would not result in closer distances (as is usually expected) but in larger energy black hole production. Admittedly, this could be untrue with certain untested particles or in more than 3 spacial dimensions, or even with a different understanding of the universe. But, given all that we know now, it seems impossible for a distance smaller than the planck length to be detectable. Given that fact, it seems like some number of digits of pi should give us measurable certainty of the size of anything (including the observable universe) to a degree (the planck length) at which no greater specificity can be gained by our present model of physics.
@EmdyMC Жыл бұрын
The end of the video makes me think "NEEERRRRRDD" XD
@whitestonejazz Жыл бұрын
:) my high school had a pi day competition each year. Student with the most digits memorized got to eat the first slice of pie
@EmdyMC Жыл бұрын
@@whitestonejazz That sounds both fun and hilariously pointless lol
@1224chrisng Жыл бұрын
2:55 this reminds me of Snell's Law, wonder if it'd apply here somehow
@wyboo2019 Жыл бұрын
the relevant google search term would be "metric space" btw, or maybe "taxicab metric"
@introvertswag6494 Жыл бұрын
Oh my god I never knew you kept making videos. I'm still subscribed to RedstoneJazz lol
@mikecroakphone Жыл бұрын
My head is spinning and I like it
@zombathinlostleghackercat5233 Жыл бұрын
6:03 He's having pi transmitted to him via beads in his colon. He's cheating. XD /j
@somniad Жыл бұрын
Does it turn out to be practically true that zombies take the same time to move along a diagonal as straight, or do they actually take longer by a factor of sqrt(2), or is it something weirder?
@user-nu3kb8pe6g Жыл бұрын
elaborate reason to flex the memorization of pi
@juniper8827 Жыл бұрын
cant wait for zombie pi day
@fanciestbanana4653 Жыл бұрын
it's not that they can only can go in 8 directions. it's that they follow the pathfinding waypoints that happen to always be adjacent blocks
@YounesLayachi Жыл бұрын
this is _revolutionary_ :)
@dexlovesgames_dlg Жыл бұрын
Yo nice umbrella my guy
@niconico6391 Жыл бұрын
I don't know who you are but that was fun, thanks
@xtremhillblly2269 Жыл бұрын
@Vsauce Michael this is pretty cool
@PromptCriticalJello Жыл бұрын
But Pi in the Minecraft world is 4. Make the best Minecraft approximation of a circle and count the outside edge (circumference) then divided by the diameter. =4 Make sure you are counting the outside edges, not the just the number of blocks. At corners a single block will contribute 2 sides to the length of the circumference. In a world with only 90degree angles, pi = 4.
@michaelwarnecke3474 Жыл бұрын
This was phenomenal!
@voidkat Жыл бұрын
funny how i discovered this video on march 31st
@bucketmann3443 Жыл бұрын
This is cool, I like this content.
@shasha6704 Жыл бұрын
you have a beautiful voice! also the minecraft stuff is cool
@MochiClips Жыл бұрын
Ayo my man worked out the MC metric 🤔😎🗿
@chinesecabbagefarmer Жыл бұрын
Well done!
@jameeztherandomguy5418 Жыл бұрын
π = ~2.8 for this circle if you use the equation 2πr There are ~96 blocks on the perimeter, and the diameter is 34 or 35, so Pi comes out to be around 2.8 It's actually a pretty big difference, even though this seems to be a pretty good approximation of a circle
@whitestonejazz Жыл бұрын
that's a good point
@SOTminecraft Жыл бұрын
Actually, if you use π=perimeter/diameter and use the zombie distance for diameter AND perimeter you get a different value than from the video (where he used the usual euclidean distance for the perimeter). For simplification let's take a radius of sqrt(2), then the zombie length of an edge is 1+(sqrt(2)-2)². Multiply that by 6 for the whole "circle" and divide by the diameter 2*sqrt(2) and you get 6*(sqrt(2)-1) which is roughly 2.49. That's close to what you get but not equal cause the video didn't show a perfect hexagon
@basicallyluci8048 Жыл бұрын
how is there people like mumbo or etho, or the guys from scicraft.. but this gorgeous man with a medieval clock as his beds footend is discovering sh*t that ive never seen before no hate, all love this blows my mind