Viewing profile — kipi
kipi
HN member- Joined
- Thu, Aug 13, 2015, 12:51 PM UTC
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- 610
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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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