www.0fps.net

0 FPS | Mostly geometry

Site title of www.0fps.net is 0 FPS | Mostly geometry

World ranking 4940700 altough the site value is $432. 0fps.net IP is 192.0.78.24 on nginx server works with 844 ms speed. The charset for this site is utf-8.

Web site description for 0fps.net is Mostly geometry

INFORMATION FOR 0fps.net
  • Site Title : 0 FPS | Mostly geometry
  • Charset : utf-8
  • Page Speed : 844 ms
  • Site Host : 0fps.net
  • Site IP : 192.0.78.24
  • Site Server : nginx
  • Site Language : en
  • Alexa Rank : 4940700
Security Status
Social Networks Activity
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Alexa Global Rank
Alexa Search Traffic
KEYWORDS DENSITY (www.0fps.net)
  • Keywords Using Count Use Rate(%)
  • this 216 times 1.77
  • that 191 times 1.57
  • time 103 times 0.85
  • which 100 times 0.82
  • with 98 times 0.80
  • game 75 times 0.62
  • more 72 times 0.59
  • some 69 times 0.57
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  • then 68 times 0.56
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  • these 63 times 0.52
  • games 62 times 0.51
  • objects 59 times 0.48
  • local 59 times 0.48
  • consistency 57 times 0.47
  • collision 54 times 0.44
  • detection 54 times 0.44
  • they 52 times 0.43
  • will 51 times 0.42
  • each 47 times 0.39
  • there 46 times 0.38
  • replication 46 times 0.38
  • than 44 times 0.36
  • bandwidth 44 times 0.36
  • players 44 times 0.36
  • data 42 times 0.34
  • from 42 times 0.34
  • surface 42 times 0.34
  • latency 42 times 0.34
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  • have 41 times 0.34
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  • using 37 times 0.30
  • cauchy 37 times 0.30
  • performance 36 times 0.30
  • grid 36 times 0.30
  • perception 36 times 0.30
  • number 35 times 0.29
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  • intersections 33 times 0.27
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  • the 28 times 0.23
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  • phase 19 times 0.16
Link Analyse (www.0fps.net
  • Text Link Rel Target
  • zlib stream http://nodejs.org/api/zlib.html
  • xml http://en.wikipedia.org/wiki/xml
  • world lines http://en.wikipedia.org/wiki/world_line
  • who used it in quake 3’s networking code http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/quake3networking
  • while http://en.wikipedia.org/wiki/weak_consistency
  • webworkers http://www.w3.org/tr/workers/
  • websockets http://www.w3.org/tr/websockets/
  • webrtc http://dev.w3.org/2011/webrtc/editor/webrtc.html
  • webgl http://www.khronos.org/registry/webgl/specs/latest/1.0/
  • webaudio http://www.w3.org/tr/webaudio/
  • vlsi design http://en.wikipedia.org/wiki/very-large-scale_integration
  • visitor pattern http://en.wikipedia.org/wiki/visitor_pattern
  • video games /category/programming/video-games/ category tag
  • vertex enumeration https://en.wikipedia.org/wiki/vertex_enumeration_problem
  • vector space http://en.wikipedia.org/wiki/vector_space
  • usage based billing http://en.wikipedia.org/wiki/usage_based_billing_(ubb)#usage-based_billing_.28ubb.29
  • upper bound on the speed of objects http://en.wikipedia.org/wiki/speed_of_light
  • undo/redo http://infolab.usc.edu/csci599/fall2008/papers/b-2.pdf
  • udp http://en.wikipedia.org/wiki/user_datagram_protocol
  • transmission delay http://en.wikipedia.org/wiki/transmission_delay
  • trajectories http://en.wikipedia.org/wiki/trajectory
  • total immutability http://www.cs.cmu.edu/~rwh/theses/okasaki.pdf
  • time-like vectors http://en.wikipedia.org/wiki/spacetime#time-like_interval
  • time proceeds in the direction http://en.wikipedia.org/wiki/arrow_of_time
  • time dilation video demo http://community.eveonline.com/news/dev-blogs/2437
  • time dilation http://en.wikipedia.org/wiki/time_dilation
  • time coordinate http://en.wikipedia.org/wiki/coordinate_time
  • the tech of planetary annihilation: chronocam http://forrestthewoods.com/the-tech-of-planetary-annihilation-chronocam/
  • the last post https://0fps.wordpress.com/2014/02/10/replication-in-networked-games-overview-part-1/
  • the great javascript box intersection benchmark https://github.com/mikolalysenko/box-intersect-benchmark
  • technical https://developer.valvesoftware.com/wiki/working_with_prediction
  • tcp http://en.wikipedia.org/wiki/transmission_control_protocol
  • tarski-seidenberg quantifier elimination https://en.wikipedia.org/wiki/tarski%e2%80%93seidenberg_theorem
  • systems http://pmg.csail.mit.edu/papers/adya-phd.pdf
  • sweep line algorithm https://en.wikipedia.org/wiki/bentley%e2%80%93ottmann_algorithm
  • subdivision surfaces https://en.wikipedia.org/wiki/subdivision_surface
  • strict consistency http://cs.gmu.edu/cne/modules/dsm/orange/strict_con.html
  • standard schema specification http://json-schema.org/
  • standard basis http://en.wikipedia.org/wiki/standard_basis
  • splines http://en.wikipedia.org/wiki/cubic_hermite_spline
  • sphere trees http://isg.cs.tcd.ie/spheretree/
  • speed of light in the game http://en.wikipedia.org/wiki/speed_of_light
  • special relativity http://en.wikipedia.org/wiki/special_relativity#relativity_of_simultaneity
  • space-like vectors http://en.wikipedia.org/wiki/spacetime#space-like_interval
  • some https://www.youtube.com/watch?v=hecf2d0fbsc&list=plesnahrvlm-72xixf8dl2eoqn8ugazmj7&index=7
  • simple-quadtree https://www.npmjs.com/package/simple-quadtree
  • serialization http://en.wikipedia.org/wiki/serialization
  • semialgebraic sets https://en.wikipedia.org/wiki/semialgebraic_set
  • segment tree http://en.wikipedia.org/wiki/segment_tree
  • security http://en.wikipedia.org/wiki/network_security
  • schema based compressors https://www.ibm.com/developerworks/library/x-datacompression/
  • same author https://github.com/schteppe
  • r-trees http://en.wikipedia.org/wiki/r-tree
  • r-tree http://en.wikipedia.org/wiki/r-tree
  • rtree https://github.com/leaflet-extras/rtree
  • round trip http://en.wikipedia.org/wiki/round-trip_delay_time
  • roger horsely http://www2.ph.ed.ac.uk/~rhorsley/
  • replication in networked games: overview (part 1) /2014/02/10/replication-in-networked-games-overview-part-1/ bookmark
  • replication in networked games: latency (part 2) /2014/02/17/replication-in-networked-games-latency-part-2/ bookmark
  • replication in network games: bandwidth (part 4) /2014/03/09/replication-in-network-games-bandwidth-part-4/ bookmark
  • regularized complement http://www.cs.mtu.edu/~shene/courses/cs3621/notes/model/reg-bool-op.html
  • realtime collision detection http://www.amazon.com/exec/obidos/tg/detail/-/1558607323?tag=0fpsnet-20
  • realm of the mad god http://store.steampowered.com/app/200210/
  • rbush https://github.com/mourner/rbush
  • range trees http://en.wikipedia.org/wiki/range_tree
  • railgun http://quake.wikia.com/wiki/railgun_(q2)
  • queuing delay http://en.wikipedia.org/wiki/queuing_delay
  • quadtree-javascript https://github.com/silflow/quadtree-javascript
  • quadtree2 https://github.com/burninggramma/quadtree2.js
  • quadtree https://www.npmjs.com/package/quadtree
  • quad trees http://en.wikipedia.org/wiki/quadtree
  • punching http://en.wikipedia.org/wiki/tcp_hole_punching
  • psuedo-euclidean space http://en.wikipedia.org/wiki/pseudo-euclidean_space
  • protocol buffers http://en.wikipedia.org/wiki/protocol_buffers
  • propagation delay http://en.wikipedia.org/wiki/propagation_delay
  • programming /category/programming/ category tag
  • prince of persia’s instant rewind https://www.youtube.com/watch?feature=player_detailpage&v=gu3fiuolqge#t=25
  • prevent cheating http://en.wikipedia.org/wiki/cheating_in_online_games
  • polylogarithmic http://en.wikipedia.org/wiki/polylogarithmic_function
  • polling http://en.wikipedia.org/wiki/polling_(computer_science)
  • point-particles http://en.wikipedia.org/wiki/point_particle
  • pointer-machine model http://en.wikipedia.org/wiki/pointer_machine
  • plot.ly http://plot.ly
  • planetary annihilation https://www.kickstarter.com/projects/659943965/planetary-annihilation-a-next-generation-rts
  • physijs http://chandlerprall.github.io/physijs/
  • physicsjs http://wellcaffeinated.net/physicsjs/
  • physics simulation https://en.wikipedia.org/wiki/collision_detection
  • persistence http://en.wikipedia.org/wiki/persistent_data_structure
  • partial order http://en.wikipedia.org/wiki/partially_ordered_set
  • p2.js https://schteppe.github.io/p2.js/
  • output sensitive analysis https://en.wikipedia.org/wiki/output-sensitive_algorithm
  • optimistic consistency https://www.cs.purdue.edu/homes/bb/cs542-11spr/davidson.pdf
  • oimo.js https://github.com/lo-th/oimo.js/
  • object discovery for virtual worlds http://ewencp.org/dissertation/object-discovery-for-virtual-worlds/
  • obb trees http://www.cs.unc.edu/techreports/96-013.pdf
  • nurbs https://en.wikipedia.org/wiki/non-uniform_rational_b-spline
  • null vectors http://en.wikipedia.org/wiki/spacetime#light-like_interval
  • npm https://www.npmjs.com/search?q=quad+tree
  • node-trees https://www.npmjs.com/package/node-trees
  • node.js http://nodejs.org/
  • network topology http://en.wikipedia.org/wiki/network_topology
  • mutual information http://en.wikipedia.org/wiki/mutual_information
  • mtu http://en.wikipedia.org/wiki/maximum_transmission_unit
  • monotonicity http://en.wikipedia.org/wiki/monotonic_function
  • models http://cs.gmu.edu/cne/modules/dsm/orange/entry_con.html
  • minkowski diagram http://en.wikipedia.org/wiki/minkowski_diagram
  • mikolalysenko /author/mikolalysenko/ author
  • mike chamber’s quadtree https://github.com/mikechambers/examplesbymesh/tree/master/javascript/quadtree
  • messagepack http://msgpack.org/
  • maybe it doesn’t have to be http://dominictarr.com/post/25083602144/distributed-programming-is-easy
  • matter.js http://brm.io/matter-js/
  • matrix-style bullet time http://dl.acm.org/citation.cfm?id=1016551
  • mathematics /category/mathematics/ category tag
  • marshalling http://en.wikipedia.org/wiki/marshalling_(computer_science)
  • march 9, 2014 /2014/03/09/replication-in-network-games-bandwidth-part-4/ bookmark
  • map overlay operations https://en.wikipedia.org/wiki/map_overlay_and_statistical_system
  • many http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.50.3356&rep=rep1&type=pdf
  • making data structures persistent http://www.cs.cmu.edu/~sleator/papers/persistence.htm
  • lp-type problems https://en.wikipedia.org/wiki/lp-type_problem
  • local perception filtering http://www.scribd.com/doc/207432762/sharkey-et-al-1998-a-local-perception-filter-for-distributed-virtual
  • local http://en.wikipedia.org/wiki/principle_of_locality
  • linearizability http://en.wikipedia.org/wiki/linearizability
  • linear programming feasibility https://en.wikipedia.org/wiki/linear_programming
  • light cone http://en.wikipedia.org/wiki/light_cone
  • lectures https://www.youtube.com/watch?v=0y0arrjvrzs&list=plesnahrvlm-72xixf8dl2eoqn8ugazmj7&index=8
  • lecture notes on classical mechanics http://www2.ph.ed.ac.uk/~rhorsley/si11-12_socm/lec18.pdf
  • lazykdtree https://github.com/0x0539/kdtree
  • latency http://en.wikipedia.org/wiki/latency_(engineering)
  • last time /2015/01/07/collision-detection-part-1/
  • label placement https://en.wikipedia.org/wiki/automatic_label_placement
  • kd-trees http://en.wikipedia.org/wiki/k-d_tree
  • jsts-strtree https://github.com/bjornharrtell/jsts
  • jsts-quadtree https://github.com/bjornharrtell/jsts
  • jsts https://github.com/bjornharrtell/jsts
  • json.stringify() https://developer.mozilla.org/en-us/docs/web/javascript/reference/global_objects/json/stringify
  • java topology suite http://www.vividsolutions.com/jts/jtshome.htm
  • january 7, 2015 /2015/01/07/collision-detection-part-1/ bookmark
  • january 23, 2015 /2015/01/23/collision-detection-part-3-benchmarks/ bookmark
  • january 18, 2015 /2015/01/18/collision-detection-part-2/ bookmark
  • it’s the latency stupid! http://rescomp.stanford.edu/~cheshire/rants/latency.html
  • iojs https://iojs.org/
  • invented http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.187.8545&rep=rep1&type=pdf
  • intervals https://en.wikipedia.org/wiki/interval_%28mathematics%29
  • interval tree http://en.wikipedia.org/wiki/interval_tree
  • indicator function of https://en.wikipedia.org/wiki/indicator_function
  • in the next part of this series /2015/01/23/collision-detection-part-3-benchmarks/
  • in the next article /2015/01/18/collision-detection-part-2/
  • idempotent http://en.wikipedia.org/wiki/idempotence
  • h-walk ftp://cs.stanford.edu/cs/robotics/dyhsu/papers/socg99.pdf
  • huffman trees http://en.wikipedia.org/wiki/huffman_coding
  • hot-seat http://en.wikipedia.org/wiki/hotseat_(multiplayer_mode)
  • home /
  • hole http://en.wikipedia.org/wiki/udp_hole_punching
  • have https://www.usenix.org/legacy/event/osdi04/tech/full_papers/li_j/li_j.pdf
  • grobner basis https://en.wikipedia.org/wiki/gr%c3%b6bner_basis
  • google’s closure library https://github.com/google/closure-library/blob/eeb8e18b4c9fd35c9ad38aded885ae0e629945ca/closure/goog/structs/quadtree.js
  • goblinphysics https://github.com/chandlerprall/goblinphysics
  • github https://github.com/search?l=javascript&q=quad+tree&type=repositories&utf8=%e2%9c%93
  • git http://git-scm.com/
  • giant-quadtree https://github.com/oztu/giant-quadtree
  • geometry /category/mathematics/geometry/ category tag
  • geometric range searching and its relatives http://web.engr.illinois.edu/~jeffe/pubs/pdf/survey-tr.pdf
  • geometric intersection problems http://euro.ecom.cmu.edu/people/faculty/mshamos/1976geometricintersection.pdf
  • generic-quadtree https://www.npmjs.com/package/generic-quadtree
  • future light cone http://en.wikipedia.org/wiki/light_cone
  • functional programming http://en.wikipedia.org/wiki/purely_functional
  • fractional cascading http://en.wikipedia.org/wiki/fractional_cascading
  • fourier collision detection http://intl-ijr.sagepub.com/content/early/2013/02/19/0278364913477165
  • fog of war http://en.wikipedia.org/wiki/fog_of_war#simulations_and_games
  • flight http://en.wikipedia.org/wiki/cheating_in_online_games#fly_hack
  • flat space-time http://en.wikipedia.org/wiki/minkowski_space
  • fix your time step! http://gafferongames.com/game-physics/fix-your-timestep/
  • february 26, 2014 /2014/02/26/replication-in-networked-games-spacetime-consistency-part-3/ bookmark
  • february 17, 2014 /2014/02/17/replication-in-networked-games-latency-part-2/ bookmark
  • february 10, 2014 /2014/02/10/replication-in-networked-games-overview-part-1/ bookmark
  • feasible region https://en.wikipedia.org/wiki/feasible_region
  • fast paced multiplayer http://www.gabrielgambetta.com/fast_paced_multiplayer.html
  • exponential damping http://en.wikipedia.org/wiki/damping
  • exploits http://en.wikipedia.org/wiki/exploit_(computer_security)
  • event http://www.stanford.edu/class/cs240/readings/lamport.pdf
  • eve online http://www.eveonline.com/
  • euclidean http://en.wikipedia.org/wiki/euclidean_space
  • engineers http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.37.6410&rep=rep1&type=pdf
  • element uniqueness problem http://en.wikipedia.org/wiki/element_distinctness_problem
  • documents http://www.pingz.com/wordpress/wp-content/uploads/2009/11/tribes_networking_model.pdf
  • distributed systems /category/programming/distributed-systems/ category tag
  • distributed http://cs.gmu.edu/cne/modules/dsm/orange/pram_con.html
  • distortion in distributed virtual environments http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.43.9080&rep=rep1&type=pdf
  • demo! http://mikolalysenko.github.io/local-perception-filter-demo/
  • delta compression http://en.wikipedia.org/wiki/delta_encoding
  • dead-reckoning http://en.wikipedia.org/wiki/dead_reckoning
  • cylindrical algebraic decomposition https://en.wikipedia.org/wiki/cylindrical_algebraic_decomposition
  • convex polytopes https://en.wikipedia.org/wiki/convex_polytope
  • convex hull https://en.wikipedia.org/wiki/convex_hull_algorithms
  • convex combinations https://en.wikipedia.org/wiki/convex_combination
  • constructive solid geometry https://en.wikipedia.org/wiki/constructive_solid_geometry
  • consistency model http://static.last.fm/johan/nosql-20090611/intro_nosql.pdf
  • consistency http://cs.gmu.edu/cne/modules/dsm/orange/release_con.html
  • cone of uncertainty http://en.wikipedia.org/wiki/cone_of_uncertainty
  • commonly proposed solution http://www.gamasutra.com/view/feature/3230/dead_reckoning_latency_hiding_for_.php
  • collision detection (part 3): benchmarks /2015/01/23/collision-detection-part-3-benchmarks/ bookmark
  • collision detection (part 2): box intersection /2015/01/18/collision-detection-part-2/
  • collision detection (part 1): overview /2015/01/07/collision-detection-part-1/
  • collision detection /category/programming/collision-detection/ category tag
  • closed regular set http://en.wikipedia.org/wiki/solid_modeling#mathematical_foundations
  • closed linear half spaces https://en.wikipedia.org/wiki/half-space_%28geometry%29
  • closed https://en.wikipedia.org/wiki/closed_set
  • client-side prediction http://en.wikipedia.org/wiki/client-side_prediction
  • click to inspect https://plot.ly/~mikolalysenko/124/_2d-uniform-complete-intersect-tiny/
  • click here to inspect https://plot.ly/~mikolalysenko/152/_3d-uniform-complete/
  • cgal https://www.cgal.org/
  • causality consistency, http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.50.3356&rep=rep1&type=pdf
  • causal theory of special relativity http://en.wikipedia.org/wiki/causal_structure
  • causal precedence http://en.wikipedia.org/wiki/causal_structure
  • causal consistency http://en.wikipedia.org/wiki/causal_consistency
  • cauchy surface http://en.wikipedia.org/wiki/cauchy_surface
  • cartesian product https://en.wikipedia.org/wiki/cartesian_product
  • cannon.js http://schteppe.github.io/cannon.js/
  • by other experiments ftp://ftp.cs.wpi.edu/pub/techreports/pdf/04-11.pdf
  • by http://cs.gmu.edu/cne/modules/dsm/orange/strict_con.html
  • bullet http://bulletphysics.org/wordpress/
  • bsp trees http://en.wikipedia.org/wiki/binary_space_partitioning
  • bson http://bsonspec.org/
  • browserify http://browserify.org/
  • box2d http://box2d.org/
  • bounding volume hierarchies http://en.wikipedia.org/wiki/bounding_volume_hierarchy
  • bounding volume https://en.wikipedia.org/wiki/bounding_volume
  • bisection http://en.wikipedia.org/wiki/bisection_method
  • bike shed issue http://bikeshed.com/
  • been http://en.wikipedia.org/wiki/vector-field_consistency
  • bandwidth requirements /tag/bandwidth-requirements/ tag
  • bandwidth http://en.wikipedia.org/wiki/bandwidth_(computing)#network_bandwidth_capacity
  • axis-aligned boxes https://en.wikipedia.org/wiki/minimum_bounding_box#axis-aligned_minimum_bounding_box
  • asynchronous interrupts (ie events) http://en.wikipedia.org/wiki/interrupt
  • asymmetric dual of the above linear program https://en.wikipedia.org/wiki/linear_programming#duality
  • articles http://gafferongames.com/game-physics/networked-physics/
  • arithmetic encoding http://en.wikipedia.org/wiki/arithmetic_coding
  • and http://www.ra.is/unlagged/
  • an interactive minkowski diagram http://www.trell.org/div/minkowski.html
  • ammo.js https://github.com/kripken/ammo.js/
  • algebraic sets https://en.wikipedia.org/wiki/algebraic_variety
  • about /about/
  • a new approach to rectangle intersections ii http://ftp.cs.duke.edu/~edels/papers/1983-j-05-rectangleintersections:partii.pdf
  • a new approach to rectangle intersections i http://pub.ist.ac.at/~edels/papers/1983-j-04-rectangleintersections:parti.pdf
  • a fast software for box intersections http://pub.ist.ac.at/~edels/papers/2002-j-01-fastboxintersection.pdf
  • 8 comments /2015/01/23/collision-detection-part-3-benchmarks/#comments
  • 5 comments /2014/02/26/replication-in-networked-games-spacetime-consistency-part-3/#comments
  • 4 comments /2014/03/09/replication-in-network-games-bandwidth-part-4/#comments
  • 2 comments /2015/01/07/collision-detection-part-1/#comments
  • 0 fps / home
  • ← older posts /page/2/
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  • h2 : 1d interval intersection, a simplified shooter, area of interest management, boxes, broad phase, causality, collision detection (part 1): overview, collision detection (part 2): box intersection, collision detection (part 3): benchmarks, conclusion, conclusions, cone of uncertainty, consistency models for games, costs of bandwidth, demo!, fighting lag, final thoughts, finding modules, implementations surveyed, narrow phase, next time, partition based data structures, range tree based algorithms, replication, replication in network games: bandwidth (part 4), replication in networked games: latency (part 2), replication in networked games: overview (part 1), results, software engineering issues, state size reductions, sweep and prune, testing procedure, uniform grids, variables affecting bandwidth, more >>
  • h3 : a word on javascript, active replication, administration and security, algebraic and semialgebraic sets, archives, bipartite vs complete, blogroll, bounding volume hierarchy modules, brute force, categories, communication, comparisons, compression, consistency revisited, constant complexity shapes, convex polytopes, decoupled rendering, functional programming, general objects and bounding volumes, geometric algorithms, high aspect ratio, intersecting world lines, latency/bandwidth tradeoffs, limitations of local perception filters, local perception filters, lower bounds, measure theoretic methods, next time, optimistic consistency, passive replication, patching, persistence, physical concepts, physics engines, player caps, quad trees, range searching and more references, range-trees, r-trees, rule based methods, serialization, space-time consistency, special cases, sphere, static partitioning, streaming algorithms, strict consistency, the great javascript box intersection benchmark, time dilation, top posts & pages, uniform distribution, more >>
  • h4 : axis aligned boxes, line segments, preprocessing, uniformly sized and distributed balls,
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  • 6 : https://s.skimresources.com/js/725x1342.skimlinks.js
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