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0 FPS

Personal blog · 0fps.netprogramminggames

0 FPS is a personal blog at 0fps.net about programming and games. Since 2014, 29 different Hacker News readers have linked it 38 times, most often “Peer-to-Peer Ordered Search Indexes”. The last post was in 2020, but the archive is still widely read.

Visit the blog
38mentions?
29HN people?
2014–2025first – last linked?
Links on Hacker News per year · peak 8 in 2015

Too few sampled comments (18) to say how often HN recommends it.?

Why HN links it

Commenters link Mikola Lysenko's blog for graphics programming, voxel meshing and data structures, and multiplayer game networking. Several commenters call specific posts great or fantastic.

Summarised by Claude from a sample of 18 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

Mostly geometry

Most-linked posts?

  1. Peer-to-Peer Ordered Search Indexes
    6 people · 6 mentions · first linked 2020-12-19
  2. An Analysis of Minecraft-Like Engines (2012)
    4 people · 5 mentions · first linked 2016-11-28
  3. Smooth Voxel Terrain, Part 2 (2012)
    3 people · 3 mentions · first linked 2021-01-08
  4. A level of detail method for blocky voxels
    2 people · 2 mentions · first linked 2018-03-04
  5. Meshing in a Minecraft Game
    2 people · 2 mentions · first linked 2016-10-09
  6. /
    2 people · 2 mentions · first linked 2016-04-25

What Hacker News says?

  1. wyqydsyq · 2021-02-04Recommends
    Another great resource for learning about multiplayer game networking is this guide from Mikola Lysenko: https://0fps.net/2014/02/10/replication-in-networked-games-o...

    Comment linking /2014/02/10/replication-in-networked-games-overview-part-1/

    on “Computer Graphics from Scratch”
  2. Submitted Smooth Voxel Terrain, Part 2 (2012) as a story · 145 points

    HN discussion
  3. There are few articles on 0fps blog: https://0fps.net/2012/01/14/an-analysis-of-minecraft-like-en... Readable implementation (in C) is this: https://github.com/fogleman/Craft

    Comment linking /2012/01/14/an-analysis-of-minecraft-like-engines/

    on “Rustenstein 3D: Game programming like it's 1992”
  4. Submitted Conway's Game of Life for curved surfaces (2012) as a story · 110 points

    HN discussion
  5. baffo · 2017-09-23Recommends
    If you have problems with lag and conflicts resolution of state, take a look at this article, it may be useful. https://0fps.net/2014/02/17/replication-in-networked-games-l...

    Comment linking /2014/02/17/replication-in-networked-games-latency-part-2/

    on “Building multiplayer games with Socket.io and HTML5 Canvas”
  6. Submitted An Analysis of Minecraft-like Engines (2012) as a story · 81 points

    HN discussion
  7. Here are some software engineering blogs from my RSS reader in addition to the ones listed in TFA. I honestly don't know how over or underrated they are, but I guess that varies depending on which communities you're closer to. Mikola Lysenko https://0fps.net Graphics programming, geometry and algorithms. --- Steven Wittens http://acko.net Not underrated in any sense of the word, but I have to include it in case ther…

    Comment linking /

    on “Programming blogs”
  8. Submitted Collision Detection, Part 1: Overview (2015) as a story · 77 points

    HN discussion
  9. For work in a similar vein, Mikeal Rogers has recently been working on IPSQL[0] based on peer-to-peer prdered search indexes[1] built on IPFS, which shares the content-addressed nature of BitTorrent. [0]: https://github.com/mikeal/IPSQL [1]: https://0fps.net/2020/12/19/peer-to-peer-ordered-search-inde...

    Comment linking /2020/12/19/peer-to-peer-ordered-search-indexes/

    on “Distributed search engines using BitTorrent and SQLite”
  10. Submitted Turning 8-Bit Sprites into Printable 3D Models (2012) as a story · 62 points

    HN discussion
  11. dcposch · 2016-10-09Recommends
    This is pretty cool. Props for doing a massive amount of work and creating something open and extensible. -- I just tried reading the code to learn how MineTest does voxel meshing, and it didn't go so well. (Voxel meshing is about turning blocks into triangles efficiently, and it's surprisingly tricky. Mikola Lysenko wrote a great exposition of the problem and several solutions way back in 2012: https://0fps.net/201…

    Comment linking /2012/06/30/meshing-in-a-minecraft-game/

    on “Minetest – A free, open-source voxel game engine and game”
  12. Submitted Collision detection benchmarks as a story · 44 points

    HN discussion
  13. lgierth · 2020-12-28Recommends
    Merkle Search Trees: Efficient State-Based CRDTs in Open Networks https://hal.inria.fr/hal-02303490/document Peer-to-Peer Ordered Search Indexes https://0fps.net/2020/12/19/peer-to-peer-ordered-search-inde... (which adds useful context about the above) Sorry for just dropping these links, I should already be asleep :)

    Comment linking /2020/12/19/peer-to-peer-ordered-search-indexes/

    on “Show HN: Stork: A customizable, WASM-powered full-text search plugin for the web”
  14. Submitted A level of detail method for blocky voxels as a story · 39 points

    HN discussion
  15. For a detailed look at picking a good data structure for voxel engines, I'd recommend this fantastic article https://0fps.net/2012/01/14/an-analysis-of-minecraft-like-en...

    Comment linking /2012/01/14/an-analysis-of-minecraft-like-engines/

    on “The Perfect Voxel Engine”
  16. Submitted Collision Detection, Part 2 as a story · 35 points

    HN discussion
  17. The visualization is a custom component that our own Mik Lysenko (of https://0fps.net fame) made. I agree it's a super useful way to visualize package data.

    Comment linking /

    on “Show HN: Socket – Secure your JavaScript supply chain”
  18. Submitted Relations are hard to model in category theory as a story · 4 points

    HN discussion
  19. A better algorithm than marching cubes is surface nets, which doesn't have ambiguous cases and isn't patented AFAIK. See: https://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/

    Comment linking /2012/07/12/smooth-voxel-terrain-part-2/

    on “Metaballs and Marching Squares”
  20. Submitted An Analysis of Minecraft-like Engines (2012) as a story · 3 points

    HN discussion
  21. I wrote about some related ideas on my blog earlier this year. http://0fps.net/2014/02/26/replication-in-networked-games-sp... You can do quite a bit of latency hiding without even having to speculatively predict things by just shifting the rendered state of the world in time.

    Comment linking /2014/02/26/replication-in-networked-games-spacetime-consistency-part-3/

    on “DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming”
  22. Submitted Meshing in a Minecraft Game as a story · 3 points

    HN discussion
  23. I've had this exact same project idea on my mind for a year or so, largely driven by a desire to see beautiful, to-scale mountain ranges in game (Thousands of blocks of render distance rather than a measly ~256). I wouldn't consider myself a computer graphics guy either; however, I recently started to dive into the world of computer graphics to at least figure out what it would take to implement something like this.…

    Comment linking /2018/03/03/a-level-of-detail-method-for-blocky-voxels/

    on “Matheminecraft: Where math and Minecraft meet”
  24. Submitted An Analysis of Minecraft-Like Engines (2012) as a story · 3 points

    HN discussion
  25. This reminds me of a game I wrote for Ludum Dare a while back: http://0fps.net/2011/09/13/ludum-dare-21-results/ The title of the game was "Help! I'm trapped in a compact riemannian manifold" You can grab the source for it on GitHub, though the build process is pretty janky as I wrote it in 48 hours and wasn't very careful with the distribution: https://github.com/mikolalysenko/ludum-dare-21

    Comment linking /2011/09/13/ludum-dare-21-results/

    on “Geodesic Asteroids: Classic arcade game gets correct physics”
  26. Submitted Peer-to-Peer Ordered Search Indexes as a story · 2 points

    HN discussion
  27. For few other approaches implemented for WebGL see here: http://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/

    Comment linking /2012/07/12/smooth-voxel-terrain-part-2/

    on “Isosurface Extraction Using Marching Cubes Algorithm”
  28. Submitted Peer-to-Peer Ordered Search Indexes (2020) as a story · 1 points

    HN discussion
  29. I referenced this book up front in part 1 of the series: http://0fps.net/2015/01/07/collision-detection-part-1/

    Comment linking /2015/01/07/collision-detection-part-1/

    on “Collision Detection, Part 2”
  30. Submitted Peer-to-Peer Ordered Search Indexes as a story · 1 points

    HN discussion

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