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Apr 27 at 2:12 answer added Aaron Franke timeline score: 3
Feb 1 at 0:18 comment added shawn_halayka I also made it into a C++ template function, so that any dimension is possible.
Jan 31 at 20:12 history edited shawn_halayka CC BY-SA 4.0
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Jan 31 at 20:03 comment added shawn_halayka And yes, for what it's worth: I had to make modifications to Claude's code in order for things to work out. For instance, I had to flip the handedness by negating the odd components. Without this, the determinant is not calculated correctly. So yes, Claude's code is broken from the get-go.
Jan 31 at 16:41 comment added shawn_halayka Yeah… I don’t know if it’s for sure called the Hodge star operator, so I won’t answer the question until I know for sure.
Jan 31 at 16:33 comment added shawn_halayka I have tested it using orbits and simply using random matrices for n = 3 up to n = 11. The permutation count is too great for my impatient soul where n > 11.
Jan 31 at 16:31 comment added shawn_halayka Yes I didn’t find out that it called the Hodge star operator until after I asked the question
Jan 31 at 3:14 comment added Pikalek As far as the abstract math part goes, cross product in higher dimensions, already exists on Math.SE & one of the answers there mentions the Hodge star operator.
Jan 31 at 2:34 comment added DMGregory Be sure to check its work. Large language models don't necessarily generate correct answers, just things that look statistically similar to what answers might look like. The farther the question is from our own specialty, the harder it is for us to tell the difference. If you are able to verify that answer and it covers what you needed to know, you can post it as an Answer post below.
Jan 31 at 1:13 comment added shawn_halayka After coaxing Claude AI some more, I found this to be called the Hodge star operator.
Jan 31 at 0:17 comment added shawn_halayka I am still banned from Mathematics StackExchange for asking too many genuine but stupid questions.
Jan 30 at 23:28 comment added shawn_halayka OK, sounds good.
Jan 30 at 23:21 comment added DMGregory This looks like a question for mathematicians — they're the ones who look after the definitions of what counts as "the" cross product. Game developers generally don't need to worry so much about official definitions, as long as the output serves our goals for the particular game we're making. If you have a question about how to use this math to implement a feature in your game, that's on-topic here. But asking about the mathematics of how this works / what makes it not the same as the "official" 3/7-D cross product is more on topic for the Mathematics StackExchange.
Jan 30 at 23:05 history asked shawn_halayka CC BY-SA 4.0