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# helloworld922

1. #### LWJGL 3D Terrain Update

by , October 3rd, 2012 at 15:06
Updated post here. I'm starting to modernize my code by moving to a shader-based model.

Made some changes to my code and pretty much everything is significantly better. My previous post: LWJGL 3D Terrain

The aesthetics were greatly improved by switching from bilinear interpolation to a sine-based interpolation function. For more details on how I generated the height map see this page. ...

Updated October 5th, 2012 at 02:25 by helloworld922

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2. #### LWJGL 3D Terrain

by , October 3rd, 2012 at 00:50
Updated post here (performance and quality significantly improved)

A break from tradition, this time I'm not going to be posting some kind of a tutorial/tip. Rather, I'm going to post a few screen-shots of my current project, which involves 3D terrains.

The terrain is randomly generated at the beginning of the test program using multiple 2D noise functions with increasing frequency and decreasing amplitude, and then bi-linearly interpolated together into a height map. ...

Updated October 3rd, 2012 at 16:12 by helloworld922

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3. #### Optimizing the Sieve of Eratosthenes

by , July 9th, 2012 at 18:29
The Sieve of Eratosthenes is one of the fastest methods for generating a list of prime numbers less than a given number n. A general description of the algorithm is given below:

1. Initialize a list representing the numbers [2,n). This denotes whether a given number is prime or composite.
2. Start from the beginning of the list. If the number is denoted as prime, save it. Otherwise, move on.
3. For every multiple of the current prime, mark it as a composite number. ...

Updated September 29th, 2012 at 18:26 by helloworld922

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4. #### Preview: 2D Grid Accelerator Structure

by , April 8th, 2012 at 22:54
This is a short preview of 2D grid accelerator structure. It's primary use is for speeding up collision detection.

The general concept is this:

The full 2D space is partitioned into individual grid (the black lines). Each shape added to the grid has some minimal aligned bounding box (pictured as green outlines). Every grid square which overlaps this bounding box has the shape's reference added to it's list of shapes (red background). Now to check for collisions, you ...

Updated April 8th, 2012 at 22:59 by helloworld922

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5. #### Fun little optimization

by , November 1st, 2011 at 21:07
Disclaimer: While optimizations can be fun and addictive, determine if your particular application needs any before attempting to optimize it.

I've always wondered if the Java compiler was capable of performing certain loop optimizations. So for fun, I picked a two of them (a simple permutation and loop unrolling) and tested them out.

```public class Test
{

public static void main(String[] args)
{
final int DIM = 0x2000;```
...

Updated November 23rd, 2011 at 08:32 by helloworld922

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