Some of you may remember an old forum post where I outlined some ideas for an improved approach for solving the last layer.
Although there are still things left to improve, it is ready to be seen. Is it viable for speedcubing? Who knows. From my own experience, learning alg combos is far easier...
I've been trying to get this working on the web and it seems like it kinda works now
it runs fully client side. one issue with JARCS was that it required a server
so I was thinking of using this in kSim and giving users the ability to click stickers, but I've noticed...
I've not been around much recently. I got a really cool new job and I've been focused on my career. I do a lot of programming now.
The ideas in this thread have been around for years, but I never posted because it wasn't complete. I realised the nature of the method is going to...
I'm of the conviction that it lends itself to high movecounts and more difficult recognition when used as a speed method - and the EO step really isn't helping.
Do we have a decent amount of recons for a 'fast' petrus user?
Often the easy case is better than having EO solved for good lookahead. you should aim for that instead of EO solved (it's easier too)
You should be as haxy as possible for covering more cases to make it more easily learnable.
We thought that CLLEO was going to be a thing a few years ago...
I feel like I'm pretty full disclosure, you have no argument with "secret algs".
To accentuate waffle's suggestion, I've long felt embarrassed about putting my name towards that system because of how trivial it is to derive. I like to call it CLLEO now.
sure, they're better if that's how you want to define better
other people think better can mean other things
come on Artic, this is worse than the time you tried to scare people by implying that cubes were toxic and could kill us