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<urlset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://www.sitemaps.org/schemas/sitemap/0.9" xmlns:image="http://www.google.com/schemas/sitemap-image/1.1" xsi:schemaLocation="http://www.sitemaps.org/schemas/sitemap/0.9 http://www.sitemaps.org/schemas/sitemap/0.9/sitemap.xsd"><url><loc>https://0fps.net/2020/12/19/peer-to-peer-ordered-search-indexes/</loc><lastmod>2021-05-21T19:37:24+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2018/11/04/geometry-without-geometric-algebra/</loc><lastmod>2018-11-04T12:01:10+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2018/03/03/a-level-of-detail-method-for-blocky-voxels/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2018/03/level_buffers.png</image:loc><image:caption>Figure taken from https://x3dom.org/pop/</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2018/03/popbuffers.gif</image:loc><image:title>POP buffer clustering</image:title></image:image><lastmod>2025-12-24T15:56:24+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2018/02/21/voxel-lighting/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2018/02/wlp-004.png</image:loc><image:title>wlp.004</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2018/02/wlp-003.png</image:loc><image:title>wlp.003</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2018/02/wlp-002.png</image:loc><image:title>wlp.002</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2018/02/coloredcave.jpg</image:loc><image:title>ColoredCave</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2018/02/angles-002.png</image:loc><image:title>angles.002</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2018/02/sun.gif</image:loc><image:title>TimeOfDay</image:title></image:image><lastmod>2020-07-06T22:45:17+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2015/01/23/collision-detection-part-3-benchmarks/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2015/01/skewed.png</image:loc><image:title>High aspect ratio</image:title><image:caption>A set of boxes with a high aspect ratio</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2015/01/sphere.png</image:loc><image:title>Spherical boxes</image:title><image:caption>A collection of boxes distributed over the boundary of ball.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2015/01/uniform.png</image:loc><image:title>Uniformly distributed boxes</image:title><image:caption>Uniformly distributed boxes with side lengths of $latex O(\sqrt{n})$</image:caption></image:image><lastmod>2024-05-06T21:03:52+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/06/convexconcave1.png</image:loc><image:title>convexconcave</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/06/convexconcave.png</image:loc><image:title>convexconcave</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/06/noisegood.png</image:loc><image:title>noisegood</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/06/noisebad.png</image:loc><image:title>noisebad</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/06/spheregood.png</image:loc><image:title>spheregood</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/06/spherebad.png</image:loc><image:title>spherebad</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/06/good.png</image:loc><image:title>good</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/06/bad.png</image:loc><image:title>bad</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/06/tshape.png</image:loc><image:title>tshape</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/06/hole.png</image:loc><image:title>hole</image:title></image:image><lastmod>2023-09-07T23:04:38+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2015/01/18/collision-detection-part-2/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2015/01/rtree.gif</image:loc><image:title>RTree</image:title><image:caption>Bounding volume hierarchy intersection proceeds by recursively inserting rectangles into the root of the tree and expanding subtrees.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2015/01/grid2d.gif</image:loc><image:title>Grid 2D</image:title><image:caption>In a grid, boxes are inserted into cells which they overlap incrementally, and tested against other boxes in the same grid cells.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2015/01/sweep2d.gif</image:loc><image:title>Sweep2D</image:title><image:caption>The sweep and prune method for box intersection detection.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2015/01/sweep1d.gif</image:loc><image:title>Sweep in 1D</image:title><image:caption>Finding all intersections in a set of intervals in 1D</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2015/01/box2d.png</image:loc><image:title>2D Box</image:title><image:caption>A 2D box is the cartesian product of two intervals.</image:caption></image:image><lastmod>2015-11-07T01:28:12+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2015/01/07/collision-detection-part-1/</loc><lastmod>2015-11-07T02:11:42+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2014/03/09/replication-in-network-games-bandwidth-part-4/</loc><lastmod>2020-03-04T04:51:19+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2014/02/17/replication-in-networked-games-latency-part-2/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/shoot-blue.gif</image:loc><image:title>shoot-blue</image:title><image:caption>The blue player sees the bullet shoot quickly decelerate.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/shoot-red.gif</image:loc><image:title>shoot-red</image:title><image:caption>Red sees the bullet slow down as it approaches blue before speeding up as it passes.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/walk-severe-lag.gif</image:loc><image:title>walk-severe-lag</image:title><image:caption>The blue player observes the red player with a lag of 8 frames using the same damping ratio. Larger deviations in the red player's trajectory are noticeable.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/walk-damped.gif</image:loc><image:title>walk-damped</image:title><image:caption>The remote player's path is smoothed using damping to remove discontinuities.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/walk-lag.gif</image:loc><image:title>walk-lag</image:title><image:caption>Directly applying corrections to the state causes visible discontinuities in the motion of remote objects</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/walk-nolag.gif</image:loc><image:title>walk-nolag</image:title><image:caption>The red player walks through a maze with no lag.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/player1miss.gif</image:loc><image:title>player1miss</image:title><image:caption>The blue player runs for cover and sees the red player shoot and miss</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/player1hit.gif</image:loc><image:title>player1hit</image:title><image:caption>The red player shoots at the blue player and sees the shot hit before the blue player can get to cover.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/inconsistent.gif</image:loc><image:title>inconsistent</image:title><image:caption>An implausible ordering of events; a player walks through a door and then opens it.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/consistent.gif</image:loc><image:title>consistent</image:title><image:caption>A plausible ordering of events, a player opens a door and walks through it</image:caption></image:image><lastmod>2014-03-05T03:42:58+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2014/02/26/replication-in-networked-games-spacetime-consistency-part-3/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/screen-shot-2014-02-25-at-1-52-39-pm1-e1393381507567.png</image:loc><image:title>Screen Shot 2014-02-25 at 1.52.39 PM</image:title><image:caption>A Minkowski diagram showing the relationship between time-like, space-like and null vectors. Image taken from Roger Horsely's lecture notes on special relativity.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/cone-of-uncertainty1.gif</image:loc><image:title>cone-of-uncertainty</image:title><image:caption>The cone of uncertainty illustrated. In this Minkowski diagram, the vertical axis represents time. The trajectories for each player are coded according to their colors. The red player is local while the blue and magenta are remote. The grey region is the cone of uncertainty.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/strict-cauchy1.gif</image:loc><image:title>strict-cauchy</image:title><image:caption>A visualization of the Cauchy surface for strict consistency.  The orange line represents the Cauchy surface viewed by the local (red) player. Note that this is some time behind the actual position of the red player.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/optimistic-cauchy1.gif</image:loc><image:title>optimistic-cauchy</image:title><image:caption>An optimistic Cauchy surface (shown in orange). The surface tracks the local red player closely, giving more responsive inputs. Unfortunately, the optimistic Cauchy surface intersects the cone of uncertainty and so it requires local prediction to extrapolate the position of remote objects.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/lpf-cauchy1.gif</image:loc><image:title>lpf-cauchy</image:title><image:caption>The Cauchy surface for a local perception filter. Note that this surface closely follows the local player, yet does not intersect the cone of uncertainty.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/optimistic-cauchy.gif</image:loc><image:title>optimistic-cauchy</image:title><image:caption>An optimistic Cauchy surface. This follows the local red player closely, giving more responsive inputs. Unfortunately, the Cauchy surface intersects the cone of uncertainty and so it requires local prediction to extrapolate the position of remote objects.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/strict-cauchy.gif</image:loc><image:title>strict-cauchy</image:title><image:caption>A visualization of the Cauchy surface for strict consistency.  The orange line represents the Cauchy surface viewed by the local (red) player. Note that this is some time behind the actual position of the red player.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2014/02/cone-of-uncertainty.gif</image:loc><image:title>cone-of-uncertainty</image:title><image:caption>The cone of uncertainty illustrated. In this Minkowski diagram, the vertical axis represents time. The trajectories for each player are coded according to their colors. The red player is local while the blue and magenta are remote. The grey region is the cone of uncertainty.</image:caption></image:image><lastmod>2024-11-09T08:18:02+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2014/02/10/replication-in-networked-games-overview-part-1/</loc><lastmod>2015-08-24T14:59:48+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2013/07/09/texture-atlases-wrapping-and-mip-mapping/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/screen-shot-2013-07-09-at-8-36-20-am.png</image:loc><image:title>Screen Shot 2013-07-09 at 8.36.20 AM</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/atlaswrap2.png</image:loc><image:title>4-Tap</image:title><image:caption>The 4-tap algorithm illustrated.  Instead of sampling a single periodic texture once, we sample it 4 times and take a weighted combination of the result.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/screen-shot-2013-07-04-at-2-52-59-pm.png</image:loc><image:title>Screen Shot 2013-07-04 at 2.52.59 PM</image:title><image:caption>No more seams!  Yay!</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/atlaswrap1.png</image:loc><image:title>atlaswrap</image:title><image:caption>Texture access near a tile boundary.  Note how the samples are wrapped.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/screen-shot-2013-07-04-at-1-51-11-pm.png</image:loc><image:title>Mipmap seams</image:title><image:caption>Texture tiling seams caused by incorrect LOD selection.  Note the grey bars between each texture.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/4_notile.png</image:loc><image:title>Mip4NoTile</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/4.png</image:loc><image:title>Mip4Tile</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/3_notile.png</image:loc><image:title>Mip3NoTile</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/3.png</image:loc><image:title>Mip3Tile</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/2_notile.png</image:loc><image:title>Mip2NoTile</image:title></image:image><lastmod>2022-07-26T09:18:11+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/aocclude_bentnormal.png</image:loc><image:title>Aocclude_bentnormal</image:title><image:caption>Ambient occlusion illustrated</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/screen-shot-2013-07-03-at-2-26-38-pm.png</image:loc><image:title>Corrected</image:title><image:caption>Correctly shaded ambient occlusion.  Note that all four vertices are rendered the same.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/screen-shot-2013-07-03-at-2-26-12-pm.png</image:loc><image:title>Anisotropy</image:title><image:caption>Errors in ambient occlusion shading due to anisotropy.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/aovoxel2.png</image:loc><image:title>aovoxel</image:title><image:caption>The four different cases for voxel ambient occlusion for a single vertex.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/ssao.jpg</image:loc><image:title>ssao</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/osculating_circle-svg.png</image:loc><image:title>Osculating Circle</image:title><image:caption>The accessibility is the radius of the largest tangent circule.  Image (c) Wikipedia.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/07/smoothanimsmal.gif</image:loc><image:title>Smooth Lighting in Minecraft</image:title><image:caption>Smooth lighting in minecraft.  (c) Mojang AB.  Image obtained from Minecraft wiki.</image:caption></image:image><lastmod>2020-12-07T18:21:39+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2013/06/04/relations-are-hard-to-model-in-category-theory/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/06/nodal_cubic.gif</image:loc><image:title>nodal_cubic</image:title><image:caption>A nodal cubic curve</image:caption></image:image><lastmod>2015-07-10T15:40:03+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2013/06/01/ndarray-modules/</loc><lastmod>2013-06-01T05:43:19+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2013/05/28/cache-oblivious-array-operations/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/05/chart_1-3.png</image:loc><image:title>2D Array Operations</image:title><image:caption>Comparison of various algorithms for 2D array operations.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/05/chart_1-2.png</image:loc><image:title>2D Array Operations</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/05/chart_1-1.png</image:loc><image:title>Array operations comparison</image:title><image:caption>Comparison of various implementations of array scans</image:caption></image:image><lastmod>2016-04-20T20:40:42+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2013/05/22/implementing-multidimensional-arrays-in-javascript/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/05/benchmark_overview.png</image:loc><image:title>Benchmark Overview</image:title><image:caption>Summary of array algorithm performance for various implementations.  </image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/05/chart_1.png</image:loc><image:title>chart_1</image:title></image:image><lastmod>2023-07-05T11:49:14+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2013/01/24/comparing-sequences-without-sorting/</loc><lastmod>2016-01-19T19:18:29+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2013/01/22/commonjs-why-and-how/</loc><lastmod>2013-04-08T15:34:14+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/09/18/turning-8-bit-sprites-into-printable-3d-models/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/09/orthoview.png</image:loc><image:title>orthoview</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/09/meatboy.png</image:loc><image:title>meatboy</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/09/mario_minature.jpg</image:loc><image:title>mario_minature</image:title><image:caption>A 3D printed miniature.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/09/process.png</image:loc><image:title>process</image:title><image:caption>Turning an 8-bit sprite into a 3D model</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/09/sprite_editor.png</image:loc><image:title>sprite_editor</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/09/link.png</image:loc><image:title>link</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/09/mario.png</image:loc><image:title>mario</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/09/link_fill.png</image:loc><image:title>link_fill</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/09/link_no_flle.png</image:loc><image:title>link_no_flle</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/09/mario_fill.png</image:loc><image:title>mario_fill</image:title><image:caption>Mario with hidden regions filled in.</image:caption></image:image><lastmod>2021-01-18T07:14:19+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2013/01/15/new-years-resolution-post-more-stuff-on-npm/</loc><lastmod>2013-01-15T21:22:07+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2013/01/11/shapes-and-coordinates/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2013/01/warp1.png</image:loc><image:title>Motion</image:title><image:caption>Moving a shape by a map</image:caption></image:image><lastmod>2014-01-10T22:03:07+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/08/29/what-is-a-solid/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/306px-recursiveevenpolygon-svg.png</image:loc><image:title>306px-RecursiveEvenPolygon.svg</image:title><image:caption>Point membership by raycasting illustrated.  (c) 2007 Wikimedia Foundation.  Author: Melchior</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/doublecone.png</image:loc><image:title>DoubleCone</image:title><image:caption>3D rendering of a double cone.  Author: Lars H. Rohwedder (c) 2006.  Obtained from Wikipedia</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/boundary.png</image:loc><image:title>boundary</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/solidification.png</image:loc><image:title>solidification</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/closure.png</image:loc><image:title>closure</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/decrustify.png</image:loc><image:title>decrustify</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/interiorboundary.png</image:loc><image:title>interiorboundary</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/tableofclopen.png</image:loc><image:title>tableofclopen</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/closedopen.png</image:loc><image:title>closedopen</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/notsolid.png</image:loc><image:title>notsolid</image:title></image:image><lastmod>2012-11-30T18:44:26+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/11/28/conways-game-of-life-for-curved-surfaces-part-2/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/11/great-circle.png</image:loc><image:title>great circle</image:title><image:caption>The shortest distance between any two cities on Earth is a circle -- not a straight line!</image:caption></image:image><lastmod>2013-01-22T17:01:55+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/11/19/conways-game-of-life-for-curved-surfaces-part-1/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/11/smoothlife.png</image:loc><image:title>smoothlife</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/11/neighborhoods1.png</image:loc><image:title>neighborhoods</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/11/discrete_transition.png</image:loc><image:title>discrete_transition</image:title><image:caption>Plot of state transition for GoL. Y-axis is N, X-axis is M, red=alive, blue=dead.</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/11/discrete_state_transition.png</image:loc><image:title>discrete_state_transition</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/11/bisigmoid.png</image:loc><image:title>bisigmoid</image:title><image:caption>Plot of sigmoid interval [0.25, 0.75]</image:caption></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/11/neighborhoods.png</image:loc><image:title>neighborhoods</image:title><image:caption>Neighborhood and state for an effective cell in SmoothLife.</image:caption></image:image><lastmod>2025-12-29T17:22:08+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/08/20/simplifying-isosurfaces-part-2/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/perlin_noise_closing_4.png</image:loc><image:title>perlin_noise_closing_4</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/perlin_noise_median_4.png</image:loc><image:title>perlin_noise_median_4</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/perlin_noise_nearest_4.png</image:loc><image:title>perlin_noise_nearest_4</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/perlin_noise_closing_2.png</image:loc><image:title>perlin_noise_closing_2</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/perlin_noise_median_2.png</image:loc><image:title>perlin_noise_median_2</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/perlin_noise_nearest_2.png</image:loc><image:title>perlin_noise_nearest_2</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/perlin_noise_closing.png</image:loc><image:title>perlin_noise_closing</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/perlin_noise_median.png</image:loc><image:title>perlin_noise_median</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/perlin_noise_nearest_8.png</image:loc><image:title>perlin_noise_nearest_8</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/08/perlin_noise_full.png</image:loc><image:title>perlin_noise_full</image:title></image:image><lastmod>2013-09-05T14:52:18+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/07/21/simplifying-isosurfaces-part-1/</loc><lastmod>2012-11-30T18:16:01+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/marchingcubes.png</image:loc><image:title>marchingcubes</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/dualcomplex.png</image:loc><image:title>dualcomplex</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/primalcell.png</image:loc><image:title>primalcell</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/primalcomplex.png</image:loc><image:title>primalcomplex</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/boundarycells.png</image:loc><image:title>boundarycells</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/samplecomplex.png</image:loc><image:title>samplecomplex</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/noisedc.png</image:loc><image:title>noisedc</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/noisemt.png</image:loc><image:title>noisemt</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/noisemc.png</image:loc><image:title>noisemc</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/goursatdc.png</image:loc><image:title>goursatdc</image:title></image:image><lastmod>2021-08-01T21:20:33+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/07/10/smooth-voxel-terrain-part-1/</loc><lastmod>2012-11-30T18:15:26+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/07/07/meshing-minecraft-part-2/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/benchmark.png</image:loc><image:title>benchmark</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/monotonetriangle.png</image:loc><image:title>monotonetriangle</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/greedytriangle.png</image:loc><image:title>greedytriangle</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/screenshot-at-2012-07-07-161827.png</image:loc><image:title>Screenshot at 2012-07-07 16:18:27</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/monotonesphere.png</image:loc><image:title>monotonesphere</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/naivesphere.png</image:loc><image:title>naivesphere</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/greedysphere.png</image:loc><image:title>greedysphere</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/naiveterrain.png</image:loc><image:title>naiveterrain</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/monotoneterrain.png</image:loc><image:title>monotoneterrain</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/07/greedyterrain.png</image:loc><image:title>greedyterrain</image:title></image:image><lastmod>2023-03-18T06:47:12+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/01/14/an-analysis-of-minecraft-like-engines/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/01/mesh2.png</image:loc><image:title>mesh2</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/01/mesh1.png</image:loc><image:title>mesh1</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/01/virtual.png</image:loc><image:title>virtual</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/01/octree.png</image:loc><image:title>octree</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/01/grid.png</image:loc><image:title>grid</image:title></image:image><lastmod>2018-11-15T16:06:09+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2011/10/15/goofing-around-in-node-js/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2011/10/screenshot-webgl-game-google-chrome.png</image:loc><image:title>Screenshot-WebGL Game - Google Chrome</image:title></image:image><lastmod>2012-11-30T18:11:37+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/11/30/changed-wordpress-theme/</loc><lastmod>2012-12-04T20:21:58+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/09/21/stuff-people-have-made/</loc><lastmod>2012-09-21T22:26:28+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2012/04/24/making-an-mmo-in-48-hours/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/04/screenshot-at-2012-04-24-1231571.png</image:loc><image:title>MMO Screenshot</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2012/04/screenshot-at-2012-04-24-123157.png</image:loc><image:title>MMO Screenshot</image:title></image:image><lastmod>2012-04-26T11:27:27+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2011/09/13/ludum-dare-21-results/</loc><lastmod>2011-09-13T02:57:58+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2011/09/03/polynomials-in-c/</loc><lastmod>2011-09-03T08:54:40+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2011/08/30/multidimensional-taylor-series-and-symmetric-tensors/</loc><lastmod>2023-10-22T08:40:09+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2011/08/30/a-call-for-more-technical-blogs/</loc><lastmod>2012-07-12T15:22:54+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2010/06/01/new-paper-out/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2010/06/path_vol.png</image:loc><image:title>path_vol</image:title></image:image><image:image><image:loc>https://0fps.net/wp-content/uploads/2010/06/gear_cutaway.png</image:loc><image:title>gear_cutaway</image:title></image:image><lastmod>2010-06-01T19:22:24+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2009/02/12/bsp-trees-and-collision-detection/</loc><image:image><image:loc>https://0fps.net/wp-content/uploads/2009/02/space-time-collide.png</image:loc><image:title>space-time-collide</image:title></image:image><lastmod>2011-06-03T04:43:24+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net/2009/02/11/hello-world/</loc><lastmod>2009-02-11T23:09:06+00:00</lastmod><changefreq>monthly</changefreq></url><url><loc>https://0fps.net</loc><changefreq>daily</changefreq><priority>1.0</priority><lastmod>2025-12-29T17:22:08+00:00</lastmod></url></urlset>
