| 1 |
geometric algebra |
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| 2 |
Gra***manian |
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| 3 |
exterior products |
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| 4 |
Plücker coordinates |
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| 5 |
subspace |
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| 6 |
homogeneous coordinates |
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| 7 |
span |
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| 8 |
linear equations |
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| 9 |
image |
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| 10 |
kernel |
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| 11 |
dual |
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| 12 |
orthogonal complement |
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| 13 |
Gaussian elimination |
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| 14 |
level of detail |
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| 15 |
POP buffers. |
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| 16 |
The POP Buffer: Rapid Progressive Clustering by Geometry Quantization |
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| 17 |
implicit, |
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| 18 |
filtration |
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| 19 |
https://x3dom.org/pop/ |
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| 20 |
counting sort, |
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| 21 |
count-trailing zeroes |
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| 22 |
count-leading-zeroes |
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| 23 |
skirts |
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| 24 |
transition seams |
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| 25 |
codemao |
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| 26 |
Lighting – Minecraft Wiki |
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| 27 |
Fast flood fill lighting in a voxel game – Part 1 |
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| 28 |
Fast flood fill lighting in a voxel game – Part 2 |
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| 29 |
word level parallelism. |
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| 30 |
codemao |
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| 31 |
The Great JavaScript Box Intersection Benchmark |
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| 32 |
rbush |
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| 33 |
rtree |
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| 34 |
jsts-strtree |
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| 35 |
jsts |
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| 36 |
Java Topology Suite |
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| 37 |
visitor pattern |
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| 38 |
lazykdtree |
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| 39 |
npm |
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| 40 |
GitHub |
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| 41 |
simple-quadtree |
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| 42 |
jsts-quadtree |
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| 43 |
Google’s Closure Library |
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| 44 |
quadtree2 |
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| 45 |
Mike Chamber’s QuadTree |
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| 46 |
quadtree-javascript |
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| 47 |
node-trees |
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| 48 |
giant-quadtree |
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| 49 |
generic-quadtree |
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| 50 |
quadtree |
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| 51 |
p2.js |
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| 52 |
Box2D |
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| 53 |
oimo.js |
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| 54 |
cannon.js |
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| 55 |
same author |
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| 56 |
GoblinPhysics |
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| 57 |
PhysicsJS |
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| 58 |
Matter.js |
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| 59 |
ammo.js |
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| 60 |
physijs |
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| 61 |
bullet |
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| 62 |
CGAL |
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| 63 |
box-intersect: Fast and robust d-dimensional box intersection |
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| 64 |
npm |
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| 65 |
browserify |
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| 66 |
iojs |
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| 67 |
node.js |
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| 68 |
plot.ly |
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| 69 |
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| 70 |
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Click to inspect |
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| 72 |
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| 73 |
Click to inspect |
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| 74 |
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| 75 |
Click to inspect |
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| 76 |
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image |
| 77 |
Click to inspect |
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| 78 |
OMT: Overlap minimizing top-down bulk loading algorithm for R-Trees |
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Click to inspect |
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| 82 |
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| 83 |
Click to inspect |
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image |
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Click to inspect |
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| 87 |
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image |
| 88 |
Click to inspect |
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| 89 |
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image |
| 90 |
Click here to inspect |
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| 91 |
closed |
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| 92 |
axis-aligned boxes |
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| 93 |
VLSI design |
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| 94 |
cartesian product |
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| 95 |
intervals |
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image |
| 97 |
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Geometric intersection problems |
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| 100 |
interval tree |
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| 101 |
giving an optimal algorithm for planar intersection of rectangles |
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| 102 |
I-COLLIDE: An interactive and exact collision detection system for large-scale environments |
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| 103 |
Uniform grids: A technique for intersection detection on serial and parallel machines |
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| 104 |
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image |
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quad trees |
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| 106 |
bounding volume hierarchies |
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| 107 |
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image |
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kd-trees |
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| 109 |
R-trees |
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| 110 |
OBB trees |
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| 111 |
Sphere trees |
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| 112 |
BSP trees |
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| 113 |
Foundations of multidimensional and metric data structures |
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| 114 |
polylogarithmic |
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| 115 |
Lower bounds for orthogonal range search I: The reporting case |
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| 116 |
A functional approach to data structures and its use in multidimensional searching |
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| 117 |
R-tree |
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| 118 |
R-Trees: A dynamic index structure for spatial searching |
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| 119 |
Box-trees and R-trees with near optimal query time |
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| 120 |
range trees |
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| 121 |
fractional cascading |
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| 122 |
An optimal worst case algorithm for reporting intersections of rectangles |
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| 123 |
segment tree |
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| 124 |
interval tree |
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| 125 |
A new approach to rectangle intersections I |
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| 126 |
A new approach to rectangle intersections II |
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| 127 |
A fast software for box intersections |
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| 128 |
map overlay operations |
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| 129 |
constructive solid geometry |
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| 130 |
physics simulation |
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| 131 |
label placement |
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| 132 |
Realtime Collision Detection |
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table of various collision detection predicates collected from different sources at realtimerendering.com |
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| 134 |
convex polytopes |
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| 135 |
convex combinations |
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closed linear half spaces |
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convex hull |
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| 138 |
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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| 148 |
algebraic sets |
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NURBS |
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| 150 |
subdivision surfaces |
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| 151 |
Grobner basis |
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| 152 |
semialgebraic sets |
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| 153 |
Tarski-Seidenberg quantifier elimination |
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| 154 |
cylindrical algebraic decomposition |
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| 155 |
indicator function of |
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| 156 |
Fourier Collision Detection |
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output sensitive analysis |
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element uniqueness problem |
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| 159 |
sweep line algorithm |
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| 160 |
bounding volume |
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| 161 |
Bullet |
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| 162 |
Box2D |
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Geometric range searching and its relatives |
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bandwidth |
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| 165 |
It’s the latency stupid! |
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| 166 |
usage based billing |
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| 167 |
MTU |
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| 168 |
transmission delay |
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| 169 |
propagation delay |
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| 170 |
queuing delay |
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| 171 |
EVE Online |
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| 172 |
Time Dilation Video Demo |
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| 173 |
serialization |
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| 174 |
marshalling |
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| 175 |
bike shed issue |
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| 176 |
JSON.stringify() |
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| 177 |
BSON |
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| 178 |
MessagePack |
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| 179 |
XML |
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| 180 |
Protocol Buffers |
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| 181 |
schema based compressors |
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| 182 |
standard schema specification |
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| 183 |
node.js |
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| 184 |
zlib stream |
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| 185 |
Huffman trees |
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| 186 |
arithmetic encoding |
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| 187 |
mutual information |
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| 188 |
git |
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| 189 |
delta compression |
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| 190 |
who used it in Quake 3’s networking code |
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| 191 |
fog of war |
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| 192 |
Comparing interest management algorithms for ma***ively multiplayer games |
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| 193 |
Object discovery for virtual worlds |
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| 194 |
local perception filtering |
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| 195 |
causal theory of special relativity |
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| 196 |
flat space-time |
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| 197 |
point-particles |
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| 198 |
local |
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| 199 |
upper bound on the speed of objects |
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| 200 |
Realm of the Mad God |
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| 201 |
causal precedence |
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| 202 |
standard basis |
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| 203 |
time coordinate |
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| 204 |
speed of light in the game |
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| 205 |
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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| 209 |
Euclidean |
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vector space |
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psuedo-Euclidean space |
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| 212 |
event |
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| 213 |
world lines |
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trajectories |
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| 215 |
Minkowski diagram |
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| 216 |
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| 217 |
Roger Horsely |
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| 218 |
lecture notes on cla***ical mechanics |
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| 219 |
An interactive Minkowski diagram |
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| 220 |
partial order |
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| 221 |
uniquely determine the topology and symmetry of space-time |
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| 222 |
extended by Stephen Hawking et al. to an arbitrary curved space-time |
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| 223 |
causal consistency |
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causality consistency, |
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| 225 |
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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| 242 |
polling |
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| 243 |
asynchronous interrupts (ie events) |
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| 244 |
The Tech of Planetary Annihilation: ChronoCam |
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Planetary Annihilation |
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| 246 |
persistence |
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| 247 |
pointer-machine model |
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| 248 |
Making data structures persistent |
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| 249 |
functional programming |
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| 250 |
total immutability |
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| 251 |
Demo! |
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| 252 |
The last post |
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| 253 |
One of the most annoying aspects of online gaming is latency |
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| 254 |
Latency |
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| 255 |
On the impact of delay in real-time multiplayer games |
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| 256 |
round trip |
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| 257 |
special relativity |
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| 258 |
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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| 267 |
consistency |
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| 268 |
models |
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| 269 |
have |
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been |
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invented |
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by |
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| 273 |
distributed |
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| 274 |
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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| 280 |
linearizability |
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| 281 |
optimistic consistency |
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| 282 |
client-side prediction |
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dead-reckoning |
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| 284 |
articles |
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| 285 |
and |
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| 286 |
technical |
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| 287 |
doc***ents |
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| 288 |
Fast paced multiplayer |
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| 289 |
undo/redo |
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commonly proposed solution |
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| 295 |
exponential damping |
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| 297 |
splines |
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| 298 |
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causal consistency |
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| 300 |
A local perception filter for distributed virtual environments |
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railgun |
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| 304 |
Distortion in distributed virtual environments |
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| 305 |
Matrix-style bullet time |
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| 306 |
Prince of Persia’s instant rewind |
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| 307 |
Delayed consistency model for distributed interactive systems with real-time continuous media |
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| 308 |
WebWorkers |
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| 309 |
WebGL |
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| 310 |
WebAudio |
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| 311 |
WebSockets |
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WebRTC |
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| 313 |
node.js |
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| 314 |
hot-seat |
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| 315 |
distributed systems |
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| 316 |
maybe it doesn’t have to be |
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hole |
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| 318 |
punching |
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| 319 |
TCP |
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| 320 |
UDP |
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| 321 |
selecting UDP over TCP at best gives a constant factor improvement in latency (a***uming constant network parameters) |
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| 322 |
bandwidth |
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| 323 |
latency |
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| 324 |
network topology |
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| 325 |
security |
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| 326 |
prevent cheating |
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| 327 |
Exploits |
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| 328 |
Flight |
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Duping |
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| 330 |
Information leakage |
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| 331 |
MapHacking |
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WallHacking |
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| 333 |
Automation |
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| 334 |
AimBot |
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| 335 |
Macros |
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| 336 |
can have devastating consequences in persistent online games |
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| 337 |
CAPTCHAs |
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| 338 |
Unfortunately, these measures are highly intrusive and unpop****r amongst users |
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| 339 |
replication |
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two basic categories |
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lock-step synchronization |
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| 342 |
state-machine synchronization |
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primary backup |
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master-slave replication |
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| 345 |
client-server |
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| 346 |
semi-active |
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| 347 |
semi-pa***ive |
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| 348 |
Time, clocks and the ordering of events in distributed systems |
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| 349 |
Doom |
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| 350 |
Duke Nukem 3D |
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| 351 |
1,500 archers on a 28.8 |
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| 352 |
PAXOS |
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| 353 |
RAFT |
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| 354 |
RING: A client-server system for multi-user virtual environments |
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| 355 |
Starcraft 2 |
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| 356 |
Unreal Tournament |
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| 357 |
diameter of the network |
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| 358 |
complete graph |
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| 359 |
star topology |
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| 360 |
A Neighborhood of Infinity |
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| 361 |
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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| 365 |
cscheid.net |
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| 366 |
Fiddlemath |
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| 367 |
flipcode.com |
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| 368 |
Gödel’s Lost Letter and P=NP |
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| 369 |
h3r3tic's Grimoire |
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| 370 |
Iñigo Quílez |
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| 371 |
Jasper's corner |
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| 372 |
Joshua Holbrook |
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| 373 |
Max Ogden |
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| 374 |
Paul Bourke |
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| 375 |
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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| 382 |
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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