## Yes

From the text you linked, it says

You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.

As far as I know, Intangible is not a in-game term, therefore, we should interpret it in plain English.

unable to be touched or grasped; not having physical presence.

Since it “can not be touched” and does not possess any physical form, there is no reason for them to be stopped by a wall or any other object. The fact that they are spirits also supports this interpretation. Again, simply “spirits” is not an in-game term, so, we should go with usual reading: spirits are incorporeal and can move through walls.

As another indicator of this intention, as V2Blast mentioned in the comments, there is no reason to even include the term “intangible” as a description to the spirits if it was not meant to state that they ignore physical obstructions (such as walls).

PS: I am reading your question as “can the spirits”, rather than “do the spirits”, which I believe is what you meant. Ultimately, what the spirits do, in fact, depends on the DM, but they certainly can move through walls.

## Yes

From the text you linked, it says

You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.

As far as I know, Intangible is not a in-game term, therefore, we should interpret it in plain English.

unable to be touched or grasped; not having physical presence.

Since it “can not be touched” and does not possess any physical form, there is no reason for them to be stopped by a wall or any other object. The fact that they are spirits also supports this interpretation. Again, simply “spirits” is not an in-game term, so, we should go with usual reading: spirits are incorporeal and can move through walls.

PS: I am reading your question as “can the spirits”, rather than “do the spirits”, which I believe is what you meant. Ultimately, what the spirits do, in fact, depends on the DM, but they certainly can move through walls.

## game design – 3D World; how do I deal with the thickness of walls on a grid to create a tile based building system

I want to develop a tile based 3D building system as a foundation for an game. But there is a question which is cracking my mind a bit.

I am grateful for every thought, hint, link or book suggestion.

How do I deal with the thickness of walls on a grid, respectivelly how should I realize walls?

I used the search engine, watched at other games on steam & youtube, but the result & my conclusion is not really satisfying.

What is the most common way, which causes the least problems in your oppinion?

The game-engine i want to use is Godot.

This are the 3 options which I have, at least I think this are the 3 I have:

(1) Wall as a plane

I think this option causes not much problems, but it is also the least attractive option because it doesn’t look that great to a player.

The wall is flat, the positioning of items in front of the wall, on both sides shouldn’t make problems because. The wall has no thickness, so there is no offset related to the grid.

(2) Wall in size of the grid

I think this option causes the least problems, but probably you get really thick looking walls if your grid is to big & with a smaller grid you maybe get other problems (performance issues or something else).

The wall doesn’t affect the positioning of items in front of the wall, on both sides. The wall has thickness, but the thickness doesn’t results in an offset related to the grid.

Currently I think this is the option I should stick with, but to get walls which are not that thick, I believe I should create a grid with a size of .5 or .25 when you relate 1 to an meter (walls in germany are about 25 till 50 cm).

Maybe I worry too much about the size of the walls?

(3) Wall overlapping the grid

I think this option makes the most headache, at least for me. With this option you have a offset resulting from the thickness of the wall. Because it’s overlapping the floor tiles half the walls thickness, so you have to deal with the placement of items in front of the wall & currently I have no idea to deal with.

## dnd 5e – Can an Echo Knight move its echo image vertically or though walls?

The Echo Knight archetype of the fighter class has the ability to manifest an echo of the knight. This ability includes the following:

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you (…)

On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required).

No limitations seem to be specified so does this mean that the echo can translate vertically (I hesitate to use the word fly or levitate) and/or though walls?

## hacks: IPS patch for Walk Through Walls in Pokémon Emerald, played on gpSP-Nspire (Game Boy Advance emulator for TI-Nspire)

I'm looking for an IPS patch for Pokémon Emerald that allows the player to walk through the walls. I am using gpSP-Nspire (Game Boy Advance emulator for TI-Nspire). I tried to use a GameShark code that I got from this website:

https://www.pokemoncoders.com/pokemon-emerald-cheats/

I got the Pokémon Emerald ROM from here:

And I called it "Emerald.gba.tns", for the sake of TI-Nspire's default file extension (.tns).

And this is what my cheat file looks like (I'll indicate where it stops and ends with braces):

{

gameshark_v3 WalkThroughWalls

7881A409 E2026E0C

8E883EFF 92E9660D

}

It's called "Emerald.cht.tns"

Should I have created this cheat file, or am I correct when looking for an IPS patch? If I should have created this cheat file, what did I do wrong or is it a problem with the emulator? If anyone knows where I can find an IPS patch to break through walls in Pokémon Emerald, please let me know.

## wireless networks: optimal Wifi configuration to cross 2 walls

I recently upgraded my internet speed from 50mb to 300mb, because I will have to do a lot of homework and it just wasn't enough.
Here's what my Internet settings look like (I'm sharing it with 3 other people, so the settings can't be changed:

On a good day, I get about 80Mbit / s on my laptop. I decided to try upgrading to a Rogue Rapture GT-AC5300.
Unfortunately, nothing really changed. I tried to play around with the Wifi settings, but the numbers remain the same.
Are there any settings I can adjust to increase my wifi speed to 300 or should I return the new router and accept the current speed?

## unit: how can I not let my bomb blast pass through the walls?

I am doing a "Bomberman" type of game right now and I was wondering why my bomb is breaking through the walls when I added a layer mask to tell if the GameObject is a "wall" or not. How can I prevent this from letting my pump go through the walls?

``````public LayerMask levelMask;
public GameObject explosion;

void Start()
{
Invoke("Explode", 1f);
}

void Explode()
{
Instantiate(explosion, transform.position, Quaternion.identity);

StartCoroutine(CreateExplosions(Vector2.up));
StartCoroutine(CreateExplosions(Vector2.down));
StartCoroutine(CreateExplosions(Vector2.right));
StartCoroutine(CreateExplosions(Vector2.left));

GetComponent().enabled = false;
Destroy(gameObject, .3f);
}
``````

``````private IEnumerator CreateExplosions(Vector3 direction)
{
for (int i = 1; i < 3; i++)
{

RaycastHit hit;

Physics.Raycast(transform.position + new Vector3(0, .5f, 0), direction, out hit,

if (!hit.collider)
{
Instantiate(explosion, transform.position + (i * direction),
explosion.transform.rotation);
}
else
{
break;
}
yield return new WaitForSeconds(.05f);
}
}
``````

## reference request – Under the limits of large walls, do the eigenvectors converge to those of Dirichlet?

Leave $$V in L ^ {d / 2} ( mathbb {R} ^ n, mathbb {R})$$ be a binding potential and $$psi_V$$ the ground state of $$H (V) = – Delta + V$$ acting $$L ^ 2 ( mathbb {R} ^ n)$$. Leave $$Omega subset mathbb {R} ^ n$$ be a bounded open set and $$psi _ { Omega, V}$$ the ground state of $$H _ {Omega} (V) = – Delta + V {1} _ { Omega}$$ acting $$L ^ 2 ( Omega)$$ with Dirichlet boundary conditions. How to prove that $$psi_ {V – lambda {1} _ { Omega}} {1} _ { Omega}$$ converges (strongly in $$H ^ 1$$ ?) to $$psi _ { Omega, V}$$ when $$lambda rightarrow + infty$$ ? I guess there is already work on such eigenvector convergences, does anyone have a reference please? By the way, my configuration is of many bodies, but I suppose it will be the same tests.

## Unit: Why do Physics2D.Raycasts collide reliably with 2D Box Collider walls?

I have this NPC walking and I am trying to create a cone to represent your line of sight, including how it would be blocked by buildings, similar to how Nicky Case has implemented it as described here: https: // ncase .me / vista y luz /

My main problem with this, at the moment, is that it seems that I am not detecting collisions between my 2D box colliders and Physics2D. Raycast when he would wait most of the time. The green rays in the image below are NOT colliding (this is fine at the corners, I really don't care, but when the rays go directly through the walls, that's a big problem for me). The red rays are colliding.

Why do Physics2D.Raycasts collide reliably with 2D Box Collider walls?

I think everything is in the same z plane and has the correct collision matrix in place.

! (
) image of my NPC and rays of them at various points along its path

``````    List endPoints = new List();
GameObject() corners = GameObject.FindGameObjectsWithTag("verticies");
//corners MUST BE WORLD-ORIENTED!

for(int i = 0; i < corners.Length; i++) {
UnityEngine.Vector2 corner = new UnityEngine.Vector2(corners(i).transform.position.x, corners(i).transform.position.y);
RaycastHit2D endPoint = Physics2D.Raycast(this.transform.position, corner);
if(endPoint.collider != null) {
Debug.DrawLine (this.transform.position, endPoint.point, Color.red);
} else {
Debug.DrawLine (this.transform.position, corner, Color.green);
}
}
``````

## unit: elastic collisions between cubes and walls

I have a simple scene with two cubes and walls as shown below.

The right ball begins to move with an initial instantaneous force along the x-axis and collides with the first ball and is reflected in a vertical wall. It is assumed that every collision in the system is absolutely elastic.

I just need to add some initial strength to the correct ball and everything else will happen alone

``````Rigidbody2D rb;

void Start()

{

rb = GetComponent();