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kipi

HN member
Joined
Thu, Aug 13, 2015, 12:51 PM UTC
HN karma
610
Public activity
30 items

About kipi

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Recent public activity

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    Comment #41233983

    Check out the Zenith Space Command TV remote from the 50s https://www.theverge.com/23810061/zenith-space-command-remot...

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    Comment #39082933

    Thanks. I made it in Blender, with a Python script for loading the Quake level and setting up the Blender scene

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    Comment #39076600

    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=wLHXn8IlAi…

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    Comment #36337338

    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 …

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    Comment #34103012

    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…

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    Comment #27579418

    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. T…

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    Comment #23057716

    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…

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    Comment #23057696

    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 ev…

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