This is how we make games in Refuge Studios upcoming #voxel game engine called "Oasis"!
This is how we make games in Refuge Studios upcoming #voxel game engine called "Oasis"!
Mai Su, Qihan Yu, Zhongtao Wang, Yilong Li, Chengwei Pan, Yisong Chen, Guoping Wang
tl;dr: visibility-aware (EAGLES) loss; DAv2 depth & rendered depth->quadtree-calibrated alignment
arxiv.org/abs/2601.20331
Mai Su, Qihan Yu, Zhongtao Wang, Yilong Li, Chengwei Pan, Yisong Chen, Guoping Wang
tl;dr: visibility-aware (EAGLES) loss; DAv2 depth & rendered depth->quadtree-calibrated alignment
arxiv.org/abs/2601.20331
See more: www.reddit.com/r/Unity3D/co...
#unity3d #gamedev #indiedev
See more: www.reddit.com/r/Unity3D/co...
#unity3d #gamedev #indiedev
Quadtree subdivision + left/right turning agents. Catching up with #genuary.
#genuary2026 #genuary18 #generativeart
Quadtree subdivision + left/right turning agents. Catching up with #genuary.
#genuary2026 #genuary18 #generativeart
4- So L10 with 192px it is (better fit than other combinations).
4- So L10 with 192px it is (better fit than other combinations).
https://www.lbjgruppen.com/en/posts/flocking-quadtrees
https://news.ycombinator.com/item?id=46286906
https://www.lbjgruppen.com/en/posts/flocking-quadtrees
https://news.ycombinator.com/item?id=46286906
https://www.lbjgruppen.com/en/posts/flocking-quadtrees
[comments] [22 points]
https://www.lbjgruppen.com/en/posts/flocking-quadtrees
[comments] [22 points]
L: https://www.lbjgruppen.com/en/posts/flocking-quadtrees
C: https://news.ycombinator.com/item?id=46286906
posted on 2025.12.16 at 05:26:52 (c=0, p=3)
L: https://www.lbjgruppen.com/en/posts/flocking-quadtrees
C: https://news.ycombinator.com/item?id=46286906
posted on 2025.12.16 at 05:26:52 (c=0, p=3)
Paper ID: 142 – ISARC 2025 by Marvin Cheng
IAARC
youtu.be/HJyzZI2BuDc?...
Paper ID: 142 – ISARC 2025 by Marvin Cheng
IAARC
youtu.be/HJyzZI2BuDc?...
(yes, I've seen "cursed" hitboxes that were clearly just a quadtree encoding of something pixel perfect into AABBs)
(yes, I've seen "cursed" hitboxes that were clearly just a quadtree encoding of something pixel perfect into AABBs)
Quadtreeは、データ構造の一種で、特定領域に詳細な情報を与えつつ、他の場所のリソースを節約するのに役立ちます。
このブログ記事では、関数型Quadtreeと、その可視化をClojureで構築する方法を紹介します。
カメラ(マウス)の位置に基づいて、Quadtreeを再帰的に分割し、最適な解像度で表示します。
Quadtreeは、データ構造の一種で、特定領域に詳細な情報を与えつつ、他の場所のリソースを節約するのに役立ちます。
このブログ記事では、関数型Quadtreeと、その可視化をClojureで構築する方法を紹介します。
カメラ(マウス)の位置に基づいて、Quadtreeを再帰的に分割し、最適な解像度で表示します。
https://lbjgruppen.com/en/posts/functional-quadtree-clojure
https://news.ycombinator.com/item?id=46147341
https://lbjgruppen.com/en/posts/functional-quadtree-clojure
[comments] [75 points]
https://lbjgruppen.com/en/posts/functional-quadtree-clojure
[comments] [75 points]
https://lbjgruppen.com/en/posts/functional-quadtree-clojure
🤟🏼
https://lbjgruppen.com/en/posts/functional-quadtree-clojure
🤟🏼
#HackerNews
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#HackerNews
<a href="https://lbjgruppen.com/en/posts/functional-quadtree-clojure" class="hover:underline text-blue-600 dark:text-sky-400 no-card-link" target="_blank" rel="noopener" data-link="bsky">https://lbjgruppen.com/en/posts/functional-quadtree-clojure