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kipi
searching Neon…
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5 ms
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1.
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Lunar Flyby
(nasa.gov)
964 points
by
kipi
5mo ago
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245 comments
2.
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Quake's unseen collision hulls [video]
(youtube.com)
3 points
by
kipi
1y ago
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1 comments
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by
kipi
2y ago
Check out the Zenith Space Command TV remote from the 50s https://www.theverge.com/23810061/zenith-space-command-remot...
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What's Inside the Pentium Chip?
(oldbytes.space)
4 points
by
kipi
2y ago
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1 comments
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Number of girls in England taking computing GCSE plummets, study finds
(theguardian.com)
6 points
by
kipi
2y ago
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10 comments
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by
kipi
3y ago
Thanks. I made it in Blender, with a Python script for loading the Quake level and setting up the Blender scene
7.
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by
kipi
3y ago
Shameless self promotion, but if you're interested in how collision detection was done in 3D (in Quake) I made a video on the topic here: https://www.youtube.com/watch?v=wLHXn8IlAiA The technique can detect the interse
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Shedding light on Quake I and II lightmapping [video]
(youtube.com)
4 points
by
kipi
3y ago
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0 comments
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by
kipi
3y ago
Hello, video creator here. This is indeed the actual code, and it is written in QuakeC, a language created specifically for the game logic in Quake. The part I'm not sure about is why the creators wanted to add in extra side beams at
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BSP Trees: The Magic Behind Collision Detection in Quake [video]
(youtube.com)
4 points
by
kipi
3y ago
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0 comments
11.
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by
kipi
4y ago
Shameless self-promotion, I made a similar thing in Quake: https://youtu.be/xVLtnKyRSb4 I love this write-up, especially the interactive diagrams at the end. My vid doesn't go into as much detail on the actual circuit
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Boolean Logic in Quake [video]
(youtube.com)
3 points
by
kipi
4y ago
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0 comments
13.
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Using evolutionary algorithms to improve Quake's TAS WR [video]
(youtube.com)
3 points
by
kipi
4y ago
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0 comments
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by
kipi
5y ago
Author here, I intersect the view frustum with the light's sphere of influence (and also take into account PVS info) so it still includes lights that are reachable by one bounce. Technically this means I might omit two bounce reflect
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Path Tracing Quake in Blender
(matthewearl.github.io)
155 points
by
kipi
5y ago
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39 comments
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Reprojecting the Perseverance landing footage onto satellite imagery
(matthewearl.github.io)
4 points
by
kipi
6y ago
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0 comments
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Better Quake strafe-jumping with genetic algorithms [video]
(youtube.com)
3 points
by
kipi
6y ago
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0 comments
18.
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by
kipi
6y ago
Correct, it wouldn't be hard to take the best known strategy and implement it perfectly. Aside from the two points you mention, it also serves as a precursor to applying RL to real levels in which we may not be so sure about the optim
19.
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by
kipi
6y ago
It's the Quake 1 physics, not QW. I haven't looked at the QW physics in detail, but I think the main difference is that there's a single frame of ground friction applied between every jump, which ends up making a difference
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Show HN: Quake 1 movement physics reinforcement learning project
(github.com)
91 points
by
kipi
6y ago
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20 comments
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Teaching a computer to strafe jump in Quake with reinforcement learning [video]
(youtube.com)
2 points
by
kipi
6y ago
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0 comments
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Extracting Super Mario Bros levels with 6502 emulator written in Python
(matthewearl.github.io)
3 points
by
kipi
8y ago
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0 comments
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Quake 3's frame rate dependent physics [video]
(youtube.com)
4 points
by
kipi
9y ago
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1 comments
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I made an ALPR system with Tensorflow and ConvNets (explanation and source)
(matthewearl.github.io)
10 points
by
kipi
10y ago
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1 comments
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How I wrote a script to generate faces by inverting Haar cascades with Python
(matthewearl.github.io)
64 points
by
kipi
11y ago
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6 comments
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How I Solved GCHQ's Xmas Card with Python and Pycosat. (Explanation and Source)
(matthewearl.github.io)
6 points
by
kipi
11y ago
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1 comments
27.
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by
kipi
11y ago
I skipped the variable frame rate out of this write-up in an attempt to keep things simple by leaving the GIF composing to an external program (ImageMagick). In an earlier iteration I did in fact create a version of the GIF with frame durat
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by
kipi
11y ago
The speed is relatively consistent except for the early frames (where pictures were taken at twice the rate of later on) and where frames were dropped due to missing data or alignment failure. Here's a version of the animation where f