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- Turning 8-Bit Sprites into Printable 3D Models
- An Analysis of Minecraft-like Engines
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Author Archives: mikolalysenko
Peer-to-Peer Ordered Search Indexes
“Can we do to web services what Linux did to the operating systems?” Imagine what the web with a P2P GitHub, a P2P YouTube, a P2P Twitter, a P2P Google search, and so on. But getting started with P2P services … Continue reading
Geometry without geometric algebra
When I was younger I invested a lot of time into studying geometric algebra. Geometric algebra is a system where you can add, subtract and multiply oriented linear subspaces like lines and hyperplanes (cf. Grassmanian). These things are pretty important if … Continue reading
Posted in Geometry, Mathematics, Rambling
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A level of detail method for blocky voxels
Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of … Continue reading
Posted in Geometry, Programming, Voxels
2 Comments
Voxel lighting
Been a long time since I’ve written anything here. Lately I’ve been working on a new multiplayer WebGL voxel engine for codemao (an educational platform to teach kids programming via games). It’s not live yet, but a bunch of neat ideas … Continue reading
Posted in Programming, Voxels
3 Comments
Collision detection (part 3): Benchmarks
Previously in this series we covered the basics of collision detection and discussed some different approaches to finding intersections in sets of boxes: Collision detection (part 1): Overview Collision detection (part 2): Box intersection Today, we’ll see how well this … Continue reading
Posted in Collision detection, Geometry, Mathematics, Programming
10 Comments
Collision detection (part 2): Box intersection
Last time, we discussed collision detection in general and surveyed some techniques for narrow phase collision detection. In this article we will go into more detail on broad phase collision detection for closed axis-aligned boxes. This was a big problem in the 1970’s … Continue reading
Posted in Collision detection, Geometry, Mathematics, Programming
8 Comments
Collision detection (part 1): Overview
Collision, or intersection, detection is an important geometric operation with a large number of applications in graphics, CAD and virtual reality including: map overlay operations, constructive solid geometry, physics simulation, and label placement. It is common to make a distinction … Continue reading
Posted in Collision detection, Geometry, Mathematics, Programming, Video games
2 Comments
Replication in network games: Bandwidth (Part 4)
Last time, I finished up talking about latency issues for networked video games. Today I want to move onto the other major network resource, which is bandwidth. Compared to latency, bandwidth is much easier to discuss. This has been observed many … Continue reading
Replication in networked games: Space/time consistency (Part 3)
Last time in this series, I talked about latency and consistency models. I wanted to say more about the last of these, local perception filtering, but ended up running way past the word count I was shooting for. So I … Continue reading
Posted in Distributed systems, Programming
6 Comments
Replication in networked games: Latency (Part 2)
The last post in this series surveyed replication in network games at a high level. In this article and the next, I want to go deeper into the issues surrounding replication. One of the most annoying aspects of online gaming is latency. … Continue reading
Posted in Distributed systems, Programming
5 Comments