HN user

kipi

610 karma
Posts18
Comments10
View on HN
www.nasa.gov 3mo ago

Lunar Flyby

kipi
964pts245
www.youtube.com 1y ago

Quake's unseen collision hulls [video]

kipi
3pts1
oldbytes.space 2y ago

What's Inside the Pentium Chip?

kipi
4pts1
www.theguardian.com 2y ago

Number of girls in England taking computing GCSE plummets, study finds

kipi
6pts10
www.youtube.com 2y ago

Shedding light on Quake I and II lightmapping [video]

kipi
4pts0
www.youtube.com 3y ago

BSP Trees: The Magic Behind Collision Detection in Quake [video]

kipi
4pts0
www.youtube.com 3y ago

Boolean Logic in Quake [video]

kipi
3pts0
www.youtube.com 4y ago

Using evolutionary algorithms to improve Quake's TAS WR [video]

kipi
3pts0
matthewearl.github.io 5y ago

Path Tracing Quake in Blender

kipi
155pts39
matthewearl.github.io 5y ago

Reprojecting the Perseverance landing footage onto satellite imagery

kipi
4pts0
www.youtube.com 5y ago

Better Quake strafe-jumping with genetic algorithms [video]

kipi
3pts0
github.com 6y ago

Show HN: Quake 1 movement physics reinforcement learning project

kipi
91pts20
www.youtube.com 6y ago

Teaching a computer to strafe jump in Quake with reinforcement learning [video]

kipi
2pts0
matthewearl.github.io 8y ago

Extracting Super Mario Bros levels with 6502 emulator written in Python

kipi
3pts0
www.youtube.com 8y ago

Quake 3's frame rate dependent physics [video]

kipi
4pts1
matthewearl.github.io 10y ago

I made an ALPR system with Tensorflow and ConvNets (explanation and source)

kipi
10pts1
matthewearl.github.io 10y ago

How I wrote a script to generate faces by inverting Haar cascades with Python

kipi
64pts6
matthewearl.github.io 10y ago

How I Solved GCHQ's Xmas Card with Python and Pycosat. (Explanation and Source)

kipi
6pts1

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 intersection point of a (fixed size, axially aligned) moving bounding box and a hull defined as a BSP tree. In this sense it is rather limited compared to newer methods but it works rather well and the implementation is pretty robust, and fast enough for the primitive hardware of the day.

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 all.

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 design, but like the article it uses a bunch of BCD ripple-carry adders. For output I use standard 7-segment decoders. As noted in the comments there are faster ways to do logic in Quake which I overlooked in my research, but to my knowledge noone has made a circuit this large before. I've put the source code on github for anyone that wants to take a deeper look: https://github.com/matthewearl/q1logic/

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 reflections but in practice this doesn't appear to be a problem.

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 frame duration is proportional to the real time between the frames:

http://i.imgur.com/ncTIdHL.gif

The animation spans 3 months or so. The real time is shown in the text in the corner.