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geometric algebra |
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Gra***manian |
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exterior products |
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Plücker coordinates |
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subspace |
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homogeneous coordinates |
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span |
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linear equations |
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image |
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kernel |
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dual |
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orthogonal complement |
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Gaussian elimination |
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level of detail |
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POP buffers. |
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The POP Buffer: Rapid Progressive Clustering by Geometry Quantization |
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implicit, |
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filtration |
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https://x3dom.org/pop/ |
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counting sort, |
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count-trailing zeroes |
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count-leading-zeroes |
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skirts |
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transition seams |
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codemao |
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Lighting – Minecraft Wiki |
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Fast flood fill lighting in a voxel game – Part 1 |
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Fast flood fill lighting in a voxel game – Part 2 |
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word level parallelism. |
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codemao |
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The Great JavaScript Box Intersection Benchmark |
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rbush |
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rtree |
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jsts-strtree |
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jsts |
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Java Topology Suite |
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visitor pattern |
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lazykdtree |
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npm |
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GitHub |
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simple-quadtree |
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jsts-quadtree |
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Google’s Closure Library |
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quadtree2 |
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Mike Chamber’s QuadTree |
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quadtree-javascript |
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node-trees |
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giant-quadtree |
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generic-quadtree |
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quadtree |
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p2.js |
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Box2D |
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oimo.js |
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cannon.js |
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same author |
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GoblinPhysics |
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PhysicsJS |
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Matter.js |
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ammo.js |
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physijs |
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bullet |
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CGAL |
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box-intersect: Fast and robust d-dimensional box intersection |
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npm |
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browserify |
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iojs |
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node.js |
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plot.ly |
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Click to inspect |
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Click to inspect |
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image |
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Click to inspect |
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- |
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Click to inspect |
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OMT: Overlap minimizing top-down bulk loading algorithm for R-Trees |
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image |
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Click to inspect |
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Click to inspect |
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image |
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Click to inspect |
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Click to inspect |
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image |
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Click here to inspect |
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closed |
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axis-aligned boxes |
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VLSI design |
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cartesian product |
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intervals |
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image |
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Geometric intersection problems |
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interval tree |
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giving an optimal algorithm for planar intersection of rectangles |
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I-COLLIDE: An interactive and exact collision detection system for large-scale environments |
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Uniform grids: A technique for intersection detection on serial and parallel machines |
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image |
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quad trees |
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bounding volume hierarchies |
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image |
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kd-trees |
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R-trees |
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OBB trees |
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Sphere trees |
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BSP trees |
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Foundations of multidimensional and metric data structures |
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polylogarithmic |
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Lower bounds for orthogonal range search I: The reporting case |
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A functional approach to data structures and its use in multidimensional searching |
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R-tree |
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R-Trees: A dynamic index structure for spatial searching |
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Box-trees and R-trees with near optimal query time |
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range trees |
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fractional cascading |
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An optimal worst case algorithm for reporting intersections of rectangles |
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segment tree |
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interval tree |
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A new approach to rectangle intersections I |
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A new approach to rectangle intersections II |
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A fast software for box intersections |
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map overlay operations |
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constructive solid geometry |
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physics simulation |
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label placement |
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Realtime Collision Detection |
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table of various collision detection predicates collected from different sources at realtimerendering.com |
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convex polytopes |
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convex combinations |
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closed linear half spaces |
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convex hull |
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vertex enumeration |
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linear programming feasibility |
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feasible region |
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asymmetric dual of the above linear program |
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LP-type problems |
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some |
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lectures |
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a well known algorithm for solving this in time by binary search |
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Intersection of convex objects in two and three dimensions |
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A fast algorithm for incremental distance calculation |
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algebraic sets |
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NURBS |
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subdivision surfaces |
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Grobner basis |
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semialgebraic sets |
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Tarski-Seidenberg quantifier elimination |
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cylindrical algebraic decomposition |
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indicator function of |
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Fourier Collision Detection |
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output sensitive analysis |
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element uniqueness problem |
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sweep line algorithm |
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bounding volume |
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Bullet |
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Box2D |
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Geometric range searching and its relatives |
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bandwidth |
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It’s the latency stupid! |
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usage based billing |
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MTU |
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transmission delay |
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propagation delay |
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queuing delay |
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EVE Online |
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Time Dilation Video Demo |
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serialization |
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marshalling |
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bike shed issue |
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JSON.stringify() |
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BSON |
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MessagePack |
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XML |
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Protocol Buffers |
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schema based compressors |
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standard schema specification |
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node.js |
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zlib stream |
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Huffman trees |
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arithmetic encoding |
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mutual information |
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git |
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delta compression |
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who used it in Quake 3’s networking code |
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fog of war |
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Comparing interest management algorithms for ma***ively multiplayer games |
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Object discovery for virtual worlds |
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local perception filtering |
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causal theory of special relativity |
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flat space-time |
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point-particles |
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local |
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upper bound on the speed of objects |
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Realm of the Mad God |
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causal precedence |
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standard basis |
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time coordinate |
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speed of light in the game |
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Time-like vectors |
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Null vectors |
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Space-like vectors |
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time proceeds in the direction |
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Euclidean |
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vector space |
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psuedo-Euclidean space |
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event |
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world lines |
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trajectories |
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Minkowski diagram |
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Roger Horsely |
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lecture notes on cla***ical mechanics |
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An interactive Minkowski diagram |
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partial order |
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uniquely determine the topology and symmetry of space-time |
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extended by Stephen Hawking et al. to an arbitrary curved space-time |
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causal consistency |
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causality consistency, |
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future light cone |
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dead-reckoning |
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light cone |
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closed regular set |
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idempotent |
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regularized complement |
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cone of uncertainty |
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Cauchy surface |
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time dilation |
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if an object travels faster than light it can move backwards in time |
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monotonicity |
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bisection |
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Fix your time step! |
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polling |
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asynchronous interrupts (ie events) |
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The Tech of Planetary Annihilation: ChronoCam |
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Planetary Annihilation |
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persistence |
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pointer-machine model |
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Making data structures persistent |
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functional programming |
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total immutability |
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Demo! |
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The last post |
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One of the most annoying aspects of online gaming is latency |
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Latency |
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On the impact of delay in real-time multiplayer games |
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round trip |
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special relativity |
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spatially distributed systems like networked games must obey similar constraints |
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consistency model |
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Defining a useful consistency model requires a delicate balance between parallelism and interaction |
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While |
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many |
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consistency |
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models |
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have |
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been |
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invented |
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by |
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distributed |
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systems |
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engineers |
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strict consistency |
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optimistic consistency |
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client-side prediction |
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This consequence is closely related to the famous CAP theorem |
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linearizability |
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optimistic consistency |
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client-side prediction |
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dead-reckoning |
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articles |
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and |
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technical |
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doc***ents |
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Fast paced multiplayer |
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undo/redo |
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commonly proposed solution |
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exponential damping |
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splines |
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causal consistency |
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A local perception filter for distributed virtual environments |
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railgun |
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Distortion in distributed virtual environments |
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Matrix-style bullet time |
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Prince of Persia’s instant rewind |
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Delayed consistency model for distributed interactive systems with real-time continuous media |
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WebWorkers |
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WebGL |
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WebAudio |
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WebSockets |
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WebRTC |
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node.js |
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hot-seat |
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distributed systems |
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maybe it doesn’t have to be |
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hole |
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punching |
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TCP |
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UDP |
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selecting UDP over TCP at best gives a constant factor improvement in latency (a***uming constant network parameters) |
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bandwidth |
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latency |
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network topology |
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security |
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prevent cheating |
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Exploits |
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Flight |
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Duping |
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Information leakage |
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MapHacking |
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WallHacking |
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Automation |
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AimBot |
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Macros |
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can have devastating consequences in persistent online games |
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CAPTCHAs |
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Unfortunately, these measures are highly intrusive and unpop****r amongst users |
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replication |
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two basic categories |
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lock-step synchronization |
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state-machine synchronization |
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primary backup |
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master-slave replication |
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client-server |
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semi-active |
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semi-pa***ive |
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Time, clocks and the ordering of events in distributed systems |
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349 |
Doom |
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Duke Nukem 3D |
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1,500 archers on a 28.8 |
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PAXOS |
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RAFT |
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RING: A client-server system for multi-user virtual environments |
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Starcraft 2 |
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Unreal Tournament |
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diameter of the network |
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complete graph |
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star topology |
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A Neighborhood of Infinity |
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Amit's Blog |
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362 |
Annoying Precision |
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363 |
Azimuth |
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364 |
Brandon Pelfrey |
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cscheid.net |
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366 |
Fiddlemath |
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flipcode.com |
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Gödel’s Lost Letter and P=NP |
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h3r3tic's Grimoire |
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Iñigo Quílez |
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371 |
Jasper's corner |
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Joshua Holbrook |
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373 |
Max Ogden |
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374 |
Paul Bourke |
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Procedural World |
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376 |
r/gamedev |
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377 |
Sea of Memes |
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378 |
The Universe of Discord |
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379 |
This Week's Finds |
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380 |
What's new |
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381 |
wildbunny |
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Create a free website or blog at WordPress.com. |
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383 |
Create a free website or blog at WordPress.com. |
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