JustIvanHTML5 i just replace the input with the output after it's calculated using several LDTC's and a lot of tape+glue, and after i had that loop i added a ldtc reader to read the result and put it in the pstn thing, however due to particle order it reads the filt, then the filt is recalculated and replaced and the next frame goes, then the pstn operates on the previous frame collected value, it is collected again and calculated again, in that order, which causes a small delay
as soon as i opened this save i was like "did i leave tpt.setfpscap(2) on??"
"tpt.setfpscap(2)" in console for turbo mode XDDDD
how did you store the result of the bitshift and keep the original version of s?
what i like about it being pseudorandom is that every single time you rerun the simulation, it is the same; interesting stuff +1