- Wikipedia: Noctis (Web page)
- Noctis - Official site (Web page)
- Proteus - early prototype screenshots (Blog post)
- Gamasutra: The Making of Elite (Video)
- The Brilliance of Dwarf Fortress
- Interview with Tarn Adams (creator of Dwarf Fortress) (Slides) (Video)
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// Here are a few tricks I've used with the trunk versions of clang and libc++ | |
// with C++11 compilation turned on. Some might be obvious, some not, but at | |
// least they are some kind of improvement over their C++03 counterparts. | |
// | |
// Public domain. | |
// ============================================================================= | |
// 1) Using variadic class templates recursively, like in the definitions for | |
// "add<T...>" here: |
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/* | |
* I add this to html files generated with pandoc. | |
*/ | |
html { | |
font-size: 100%; | |
overflow-y: scroll; | |
-webkit-text-size-adjust: 100%; | |
-ms-text-size-adjust: 100%; | |
} |
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#version 150 | |
uniform sampler2D uTexture; | |
in VertexData { | |
noperspective vec3 distance; | |
vec4 color; | |
vec2 texcoord; | |
} vVertexIn; |
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/** | |
* K.jpg's OpenSimplex 2, smooth variant ("SuperSimplex") | |
* | |
* More language ports, as well as legacy 2014 OpenSimplex, can be found here: | |
* https://github.com/KdotJPG/OpenSimplex2 | |
*/ | |
public class OpenSimplex2S { | |
private static final long PRIME_X = 0x5205402B9270C86FL; |
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Below I collected relevant links and papers more or less pertaining to the subject of tetrahedral meshes. | |
It's an ever-growing list. | |
------------------------------ | |
Relevant links: | |
http://en.wikipedia.org/wiki/Types_of_mesh | |
http://en.wikipedia.org/wiki/Tetrahedron | |
http://en.wikipedia.org/wiki/Simplicial_complex |
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// | |
// QuadTreeNode.cpp | |
// | |
// Created by Tomas Basham on 15/03/2014. | |
// Copyright (c) 2014 tomasbasham.co.uk. All rights reserved. | |
// | |
#include <iostream> | |
#include "QuadTree.h" |
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using NG.Coroutines; | |
using NG.Math; | |
using System; | |
using System.IO; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Diagnostics; | |
namespace NG.VoxelMap { | |
public static class Const { |
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/** | |
* An iterator for a cubic grid of voxels. | |
* | |
* The iterator traverses all voxels along a specified direction starting from | |
* a given position. | |
*/ | |
mxBIBREF( | |
"Ray casting technique described in paper:" | |
"A Fast Voxel Traversal Algorithm for Ray Tracing - John Amanatides, Andrew Woo [1987]" | |
"http://www.cse.yorku.ca/~amana/research/grid.pdf" |
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enum { BMAX = 32, BMIN = BMAX / 2, BHEIGHT = 6 }; | |
struct BNode { | |
uint32_t length; | |
Key keys[BMAX]; | |
union { | |
BNode *children[BMAX]; | |
Value values[BMAX]; | |
}; | |
}; |
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