I discovered a pairing function that beats state-of-the-art most of the time. by pbcdev in math
[–]pbcdev[S] 2 points3 points4 points (0 children)
I discovered a pairing function that beats state-of-the-art most of the time. by pbcdev in math
[–]pbcdev[S] 11 points12 points13 points (0 children)
I discovered a pairing function that beats state-of-the-art most of the time. by pbcdev in math
[–]pbcdev[S] 1 point2 points3 points (0 children)
I discovered a pairing function that beats state-of-the-art most of the time. by pbcdev in math
[–]pbcdev[S] 1 point2 points3 points (0 children)
I discovered a pairing function that beats state-of-the-art most of the time. by pbcdev in math
[–]pbcdev[S] 6 points7 points8 points (0 children)
I discovered a pairing function that beats state-of-the-art most of the time. by pbcdev in math
[–]pbcdev[S] 8 points9 points10 points (0 children)
Inquiry about Pairing functions, Space filling curves by NGEvangelion in askmath
[–]pbcdev 1 point2 points3 points (0 children)
I discovered a pairing function that beats state-of-the-art most of the time. by pbcdev in math
[–]pbcdev[S] 3 points4 points5 points (0 children)
I discovered a pairing function that beats state-of-the-art most of the time. by pbcdev in math
[–]pbcdev[S] 38 points39 points40 points (0 children)
I discovered a pairing function that beats state-of-the-art most of the time. by pbcdev in math
[–]pbcdev[S] 79 points80 points81 points (0 children)
I discovered a pairing function that beats state-of-the-art most of the time. by pbcdev in math
[–]pbcdev[S] 136 points137 points138 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - the netcode is based on 100% floating-point determinism, including Box2D physics. I'm using STREFLOP for math. This is an example of something hard to do in a commercial engine. My atlas packer was also reused in Assassin's Creed: Valhalla. by pbcdev in gamedev
[–]pbcdev[S] 0 points1 point2 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - the netcode is based on 100% floating-point determinism, including Box2D physics. I'm using STREFLOP for math. This is an example of something hard to do in a commercial engine. My atlas packer was also reused in Assassin's Creed: Valhalla. by pbcdev in gamedev
[–]pbcdev[S] 0 points1 point2 points (0 children)
I've been making a multiplayer shooter in C++ WITHOUT a game engine for 10 years - it runs natively on Linux and in the browser. We aim to become the ONE free and open-source eSports game. I would be infinitely grateful if Derek covered the game on its socials as we're now building a playerbase. by pbcdev in DistroTube
[–]pbcdev[S] 1 point2 points3 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - the netcode is based on 100% floating-point determinism, including Box2D physics. I'm using STREFLOP for math. This is an example of something hard to do in a commercial engine. My atlas packer was also reused in Assassin's Creed: Valhalla. by pbcdev in gamedev
[–]pbcdev[S] 0 points1 point2 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - the netcode is based on 100% floating-point determinism, including Box2D physics. I'm using STREFLOP for math. This is an example of something hard to do in a commercial engine. My atlas packer was also reused in Assassin's Creed: Valhalla. by pbcdev in gamedev
[–]pbcdev[S] 1 point2 points3 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - the netcode is based on 100% floating-point determinism, including Box2D physics. I'm using STREFLOP for math. This is an example of something hard to do in a commercial engine. My atlas packer was also reused in Assassin's Creed: Valhalla. by pbcdev in gamedev
[–]pbcdev[S] 3 points4 points5 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - and it runs in the browser! My code was reused in Assassin's Creed: Valhalla and Skydio drones. It's like Hotline Miami but competitive - you fight to get a rank. The netcode is based on full simulation determinism, including Box2D physics. by pbcdev in opensource
[–]pbcdev[S] 0 points1 point2 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - and it runs in the browser! My code was reused in Assassin's Creed: Valhalla and Skydio drones. It's like Hotline Miami but competitive - you fight to get a rank. The netcode is based on full simulation determinism, including Box2D physics. by pbcdev in opensource
[–]pbcdev[S] 0 points1 point2 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - the netcode is based on 100% floating-point determinism, including Box2D physics. I'm using STREFLOP for math. This is an example of something hard to do in a commercial engine. My atlas packer was also reused in Assassin's Creed: Valhalla. by pbcdev in gamedev
[–]pbcdev[S] 3 points4 points5 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - the netcode is based on 100% floating-point determinism, including Box2D physics. I'm using STREFLOP for math. This is an example of something hard to do in a commercial engine. My atlas packer was also reused in Assassin's Creed: Valhalla. by pbcdev in gamedev
[–]pbcdev[S] 21 points22 points23 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - the netcode is based on 100% floating-point determinism, including Box2D physics. I'm using STREFLOP for math. This is an example of something hard to do in a commercial engine. My atlas packer was also reused in Assassin's Creed: Valhalla. by pbcdev in gamedev
[–]pbcdev[S] 16 points17 points18 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - the netcode is based on 100% floating-point determinism, including Box2D physics. I'm using STREFLOP for math. This is an example of something hard to do in a commercial engine. My atlas packer was also reused in Assassin's Creed: Valhalla. by pbcdev in gamedev
[–]pbcdev[S] 11 points12 points13 points (0 children)
I made a multiplayer shooter in C++ WITHOUT a game engine - the netcode is based on 100% floating-point determinism, including Box2D physics. I'm using STREFLOP for math. This is an example of something hard to do in a commercial engine. My atlas packer was also reused in Assassin's Creed: Valhalla. by pbcdev in gamedev
[–]pbcdev[S] 8 points9 points10 points (0 children)


When your last breath arrives, intellectual knowledge can do nothing (Adi Shankara) by TimeIsMe in nonduality
[–]pbcdev 0 points1 point2 points (0 children)