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  1. LWJGL 3D Terrain Update

    Updated post here. I'm starting to modernize my code by moving to a shader-based model.

    Made some changes to my code and pretty much everything is significantly better. My previous post: LWJGL 3D Terrain



    The aesthetics were greatly improved by switching from bilinear interpolation to a sine-based interpolation function. For more details on how I generated the height map see this page. ...

    Updated October 5th, 2012 at 02:25 AM by helloworld922

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  2. LWJGL 3D Terrain

    Updated post here (performance and quality significantly improved)

    A break from tradition, this time I'm not going to be posting some kind of a tutorial/tip. Rather, I'm going to post a few screen-shots of my current project, which involves 3D terrains.

    The terrain is randomly generated at the beginning of the test program using multiple 2D noise functions with increasing frequency and decreasing amplitude, and then bi-linearly interpolated together into a height map. ...

    Updated October 3rd, 2012 at 04:12 PM by helloworld922

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  3. Optimizing the Sieve of Eratosthenes

    The Sieve of Eratosthenes is one of the fastest methods for generating a list of prime numbers less than a given number n. A general description of the algorithm is given below:

    1. Initialize a list representing the numbers [2,n). This denotes whether a given number is prime or composite.
    2. Start from the beginning of the list. If the number is denoted as prime, save it. Otherwise, move on.
    3. For every multiple of the current prime, mark it as a composite number. ...

    Updated September 29th, 2012 at 06:26 PM by helloworld922

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  4. Preview: 2D Grid Accelerator Structure

    This is a short preview of 2D grid accelerator structure. It's primary use is for speeding up collision detection.

    The general concept is this:

    The full 2D space is partitioned into individual grid (the black lines). Each shape added to the grid has some minimal aligned bounding box (pictured as green outlines). Every grid square which overlaps this bounding box has the shape's reference added to it's list of shapes (red background). Now to check for collisions, you ...

    Updated April 8th, 2012 at 10:59 PM by helloworld922

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  5. Thread Volatility

    Summary
    This is put at the top for those who don't want to read the entire thing.
    • Threads get more volatile as more are added, up to a point
    • Thread volatility jumps drammatically on my computer between 4 and 8 threads.
    • Calling non-volatile variables is very inaccurate


    Overview
    I recently posted a forum thread that more Java Threads will increase volatility. While I had seen the side-effect volatility and it seemed intuitive enough, I decided that n order ...

    Updated March 13th, 2012 at 02:26 PM by Tjstretch

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