Hacker News
- Smooth Voxel Terrain, Part 2 (2012) https://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/ 19 comments
- Collision Detection, Part 1: Overview (2015) https://0fps.net/2015/01/07/collision-detection-part-1/ 8 comments
- A level of detail method for blocky voxels https://0fps.net/2018/03/03/a-level-of-detail-method-for-blocky-voxels/ 2 comments
- Turning 8-Bit Sprites into Printable 3D Models (2012) http://0fps.net/2012/09/18/turning-8-bit-sprites-into-printable-3d-models/ 4 comments
- Collision detection benchmarks http://0fps.net/2015/01/23/collision-detection-part-3-benchmarks/ 10 comments
- Collision Detection, Part 2 http://0fps.net/2015/01/18/collision-detection-part-2/ 3 comments
- An Analysis of Minecraft-like Engines (2012) http://0fps.net/2012/01/14/an-analysis-of-minecraft-like-engines/ 13 comments
- Meshing in a Minecraft Game https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/ 3 comments programming
- Collision detection http://0fps.net/2015/01/07/collision-detection-part-1/ 13 comments gamedev
- Stuck on ambient occlusion in a boxel world http://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds/ 5 comments gamedev
- Replication in network games: Bandwidth (Part 4) http://0fps.net/2014/03/09/replication-in-network-games-bandwidth-part-4/ 7 comments programming
- Replication in networked games http://0fps.net/2014/02/10/replication-in-networked-games-overview-part-1/ 18 comments gamedev
- Replication in networked games part 3 (now with more relativity) http://0fps.net/2014/02/10/replication-in-networked-games-overview-part-1/ 8 comments gamedev
- Special relativity in networked video games http://0fps.net/2014/02/26/replication-in-networked-games-spacetime-consistency-part-3/ 10 comments programming
- Replication in network games part 2 http://0fps.net/2014/02/10/replication-in-networked-games-overview-part-1/ 5 comments gamedev