@StefanoGaivota@universeodon.com
Post #389994
2026-02-04 13:10 UTC
Figuring out a model for a stochastically flat D16 / hexadecimal dice.
This is a truncated sphere with face positions determined by minimum energy surface-confined electrostatic repulsion calculation iterated until zero calculable difference occured in point positions.
All faces are circles of equal diameter.
It does means that there is no definite uppermost face when one face is on the deck. So... each numeral has a decimal point which is positioned to be uppermost when its opposite number is down against the table.
Still need to adjust numeral emboss depth for equal volume removed but that's down in the weeds with regard to fairness.
#Dice #Randomness #Chance #TTRPG #3DModelling #Hexadecimal
Replies (1)
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@StefanoGaivota@universeodon.com 2026-02-26 10:41
Hmmm. That scheme of dots doesn't really work intuitively so I rearranged things to make the rolled number upright relative to the table and offset towards the uppermost surface. Distance to COG is still within a micron for centre of each face and all faces have equal area. I would like to be able to simulate physical throws of this model but my lack of phys-sim chops means I may just need to go old-school with stuff IRL when time allows (i.e. probably never). #Simulation #Probability #Dice #3dmodel