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www.boristhebrave.com
| | phoboslab.org

[AI summary] The article describes the development of a game called Voidcall, focusing on its technical aspects. It covers various elements such as game mechanics, sound, rendering, pathfinding, and optimization techniques. The game uses a custom renderer, efficient pathfinding algorithms, and optimized audio libraries. The article also discusses the challenges faced during development, including gameplay balance and performance optimization.
14.0 parsecs

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| | hadihariri.com

[AI summary] The author shares advice and practical rules for handling audience questions during public speaking sessions.
383.0 parsecs

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| | muffinman.io

I'm all about generative art these days. Today, I present you Metaballs, my latest creation. It is one of those projects that I visualized in my head ...
9.3 parsecs

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| | therealmjp.github.io

This is part 1 of a series on Spherical Gaussians and their applications for pre-computed lighting. You can find the other articles here: Part 1 -A Brief (and Incomplete) History of Baked Lighting Representations Part 2 -Spherical Gaussians 101 Part 3 -Diffuse Lighting From an SG Light Source Part 4 -Specular Lighting From an SG Light Source Part 5 -Approximating Radiance and Irradiance With SG's
218.2 parsecs

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