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	<id>https://www.wosabi.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wouter</id>
	<title>Wosabi Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.wosabi.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wouter"/>
	<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Special:Contributions/Wouter"/>
	<updated>2026-05-27T11:35:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.3</generator>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Main_Page&amp;diff=52</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Main_Page&amp;diff=52"/>
		<updated>2024-09-10T13:23:34Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wosabi is a company that specializes in 3D, animation, games, and VR.&lt;br /&gt;
A long time ago, Wosabi produced the education VR-title [[Pythagorean-Temple]].&lt;br /&gt;
&lt;br /&gt;
In order to make [[Gull_Kebap_VR]], the [[Python-Building-Generator]] was incepted.&lt;br /&gt;
The video-game/VR-title [[Gull_Kebap_VR]] is now available on steam [https://store.steampowered.com/app/867750/Gull_Kebap_VR].&lt;br /&gt;
&lt;br /&gt;
A successor of [[Gull_Kebap_VR]] is [[Hit_Me_Baby]]. Support for more advanced types of motion, like waking in- entering- or leaving- trains.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Main_Page&amp;diff=51</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Main_Page&amp;diff=51"/>
		<updated>2024-08-28T17:28:59Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wosabi is a company that specializes in 3D, animation, games, and VR.&lt;br /&gt;
A long time ago, Wosabi produced the education VR-title [[Pythagorean-Temple]].&lt;br /&gt;
&lt;br /&gt;
In order to make [[Gull_Kebap_VR]], the [[Python-Building-Generator]] was incepted.&lt;br /&gt;
The video-game/VR-title [[Gull_Kebap_VR]] is now available on steam[[https://store.steampowered.com/app/867750/Gull_Kebap_VR].&lt;br /&gt;
&lt;br /&gt;
A successor of [[Gull_Kebap_VR]] is [[Hit_Me_Baby]]. Support for more advanced types of motion, like waking in- entering- or leaving- trains.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Main_Page&amp;diff=50</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Main_Page&amp;diff=50"/>
		<updated>2024-08-21T19:01:56Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wosabi is a company that specializes in 3D, animation, games, and VR.&lt;br /&gt;
A long time ago, Wosabi produced the education VR-title [[Pythagorean-Temple]].&lt;br /&gt;
&lt;br /&gt;
In order to mage [[Gull_Kebap_VR]], the [[Python-Building-Generator]] was incepted.&lt;br /&gt;
The video-game/VR-title [[Gull_Kebap_VR]] is now available on steam[[https://store.steampowered.com/app/867750/Gull_Kebap_VR].&lt;br /&gt;
&lt;br /&gt;
A successor of [[Gull_Kebap_VR]] is [[Hit_Me_Baby]]. Support for more advanced types of motion, like waking in- entering- or leaving- trains.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Main_Page&amp;diff=49</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Main_Page&amp;diff=49"/>
		<updated>2024-08-21T19:01:43Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wosabi is a company that specializes in 3D, animation, games, and VR.&lt;br /&gt;
A long time ago, Wosabi produced the education VR-title [[Pythagorean-Temple]].&lt;br /&gt;
&lt;br /&gt;
In order to mage [[Gull_Kebap_VR]], the [[Python-Building-Generator]] was incepted.&lt;br /&gt;
The video-game/VR-title [[Gull_Kebap_VR]] is now available on steam[[https://store.steampowered.com/app/867750/Gull_Kebap_VR].&lt;br /&gt;
&lt;br /&gt;
A successor of [Gull_Kebap_VR]] is [[Hit_Me_Baby]]. Support for more advanced types of motion, like waking in- entering- or leaving- trains.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Pythagorean-Temple&amp;diff=48</id>
		<title>Pythagorean-Temple</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Pythagorean-Temple&amp;diff=48"/>
		<updated>2024-08-19T18:48:25Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Pythagorean-Temple]] is an educative [[Full-Dive_VR]] experience, that teaches the Pythagorean theorem.&lt;br /&gt;
The program can be found in the Windows App-store [https://images.app.goo.gl/eCkcTBBRqS2TZE627].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Pythagorean-Temple&amp;diff=47</id>
		<title>Pythagorean-Temple</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Pythagorean-Temple&amp;diff=47"/>
		<updated>2024-08-19T18:45:52Z</updated>

		<summary type="html">&lt;p&gt;Wouter: Created page with &amp;quot;Pythagorean-temple is an educative Full-Dive_VR experience, that teaches the Pythagorean theorem.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Pythagorean-temple]] is an educative [[Full-Dive_VR]] experience, that teaches the Pythagorean theorem.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Main_Page&amp;diff=46</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Main_Page&amp;diff=46"/>
		<updated>2024-08-19T18:44:37Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wosabi is a company that specializes in 3D, animation, games, and VR.&lt;br /&gt;
A long time ago, Wosabi produced the education VR-title [[Pythagorean-Temple]].&lt;br /&gt;
&lt;br /&gt;
In order to mage [[Gull_Kebap_VR]], the [[Python-Building-Generator]] was incepted.&lt;br /&gt;
The video-game/VR-title [[Gull_Kebap_VR]] is now available on steam[[https://store.steampowered.com/app/867750/Gull_Kebap_VR].&lt;br /&gt;
&lt;br /&gt;
[[Hit_Me_Baby]]&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Main_Page&amp;diff=45</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Main_Page&amp;diff=45"/>
		<updated>2024-08-19T18:44:07Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wosabi is a company that specializes in 3D, animation, games, and VR.&lt;br /&gt;
A long time ago, Wosabi produced the education VR-title [Pythagorean-Temple].&lt;br /&gt;
&lt;br /&gt;
In order to mage [[Gull_Kebap_VR]], the [[Python-Building-Generator]] was incepted.&lt;br /&gt;
The video-game/VR-title [[Gull_Kebap_VR]] is now available on steam[[https://store.steampowered.com/app/867750/Gull_Kebap_VR].&lt;br /&gt;
&lt;br /&gt;
[[Hit_Me_Baby]]&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Python-Building-Generator&amp;diff=44</id>
		<title>Python-Building-Generator</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Python-Building-Generator&amp;diff=44"/>
		<updated>2024-08-19T14:43:51Z</updated>

		<summary type="html">&lt;p&gt;Wouter: Created page with &amp;quot;[Python-Building-Generator] is a procedural building generator that can export to &amp;quot;.bin&amp;quot; or to &amp;quot;.map&amp;quot;. Where &amp;quot;.bin&amp;quot; is a set of convex polyhedra. and &amp;quot;.map&amp;quot; is a map file in Quake-3-Arena format.  When applying set-theoretical operations on building-geometry, the inherent time-complexity of such an operation is quadratic. [Python-Building-Generator] uses a data-structure called [RTreeNode] within the underlying C++ code, in order to cut down on this time-complexity. This...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Python-Building-Generator] is a procedural building generator that can export to &amp;quot;.bin&amp;quot; or to &amp;quot;.map&amp;quot;.&lt;br /&gt;
Where &amp;quot;.bin&amp;quot; is a set of convex polyhedra. and &amp;quot;.map&amp;quot; is a map file in Quake-3-Arena format.&lt;br /&gt;
&lt;br /&gt;
When applying set-theoretical operations on building-geometry, the inherent time-complexity of such an operation is quadratic. [Python-Building-Generator] uses a data-structure called [RTreeNode] within the underlying C++ code, in order to cut down on this time-complexity. This data-structure is automatically used when using [Builder].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Main_Page&amp;diff=43</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Main_Page&amp;diff=43"/>
		<updated>2024-08-19T14:37:05Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Python-Building-Generator]]&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]]&lt;br /&gt;
&lt;br /&gt;
[[Hit_Me_Baby]]&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Trace-line&amp;diff=42</id>
		<title>Trace-line</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Trace-line&amp;diff=42"/>
		<updated>2024-08-17T19:55:13Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When given some geometry, a trace-line operation is analogous to a laser pointer and the intersecting laser-dot.&lt;br /&gt;
When given an beginning- and an end-vector, the function returns a fraction within the domain [0,1].&lt;br /&gt;
&lt;br /&gt;
Whenever the [[trace-line]] is not intersected, a NaN can also be returned.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Trace-line&amp;diff=41</id>
		<title>Trace-line</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Trace-line&amp;diff=41"/>
		<updated>2024-08-17T19:52:45Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When given some geometry, a trace-line operation is analogous to a laser pointer and the intersecting laser-dot.&lt;br /&gt;
When given an beginning- and an end-vector, the function returns a fraction within the domain [0,1].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Trace-line&amp;diff=40</id>
		<title>Trace-line</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Trace-line&amp;diff=40"/>
		<updated>2024-08-17T19:52:31Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When given some geometry, a trace-line operation is analogous to a laser pointer and the intersecting laser-dot.&lt;br /&gt;
When given an beginning- and an end-vector, the function returns a fraction within the domain [0,1&lt;br /&gt;
].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Trace-line&amp;diff=39</id>
		<title>Trace-line</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Trace-line&amp;diff=39"/>
		<updated>2024-08-17T19:52:10Z</updated>

		<summary type="html">&lt;p&gt;Wouter: Created page with &amp;quot;When given some geometry, a trace-line operation is analogous to a laser pointer and the intersecting laser-dot. When given an beginning- and an end-vector, the function returns a fraction within the domain \[0,1 \].&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When given some geometry, a trace-line operation is analogous to a laser pointer and the intersecting laser-dot.&lt;br /&gt;
When given an beginning- and an end-vector, the function returns a fraction within the domain \[0,1&lt;br /&gt;
\].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Full-Dive_VR&amp;diff=38</id>
		<title>Full-Dive VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Full-Dive_VR&amp;diff=38"/>
		<updated>2024-08-17T19:48:39Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The definition of [[Full-Dive VR]] is given below:&lt;br /&gt;
Likely, the term Full-Dive VR is coined by Elon Musk.&lt;br /&gt;
&lt;br /&gt;
*Your head will collide properly with geometry inside the game&lt;br /&gt;
*Reversed [[Continuous Collision Detection]] is used to bounce your head of the wall or ceiling&lt;br /&gt;
*The body is represented by a [[trace-line]] spring&lt;br /&gt;
&lt;br /&gt;
For example, you can walk up a stairs with a Full-Dive VR game.&lt;br /&gt;
Also, you must be able to bump your head against the wall/ceiling.&lt;br /&gt;
&lt;br /&gt;
The head of the user is treated like a god object. The position is set by the tracker-input.&lt;br /&gt;
All relevant geometry within the game has to account for this object.&lt;br /&gt;
&lt;br /&gt;
If we define the entire body as a god object, we run into issues.&lt;br /&gt;
I.e. math-problems without solution. The sphere-case is solvable. Luckily this is sufficient for [[Full-Dive VR]].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=37</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=37"/>
		<updated>2024-08-14T20:32:06Z</updated>

		<summary type="html">&lt;p&gt;Wouter: /* Precompiled static global-illumination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Gull Kebap_VR]] is a video game that features [[Full-Dive_VR]].&lt;br /&gt;
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a [[Full-Dive_VR]] experience.&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]] is preferably played standing.&lt;br /&gt;
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.&lt;br /&gt;
&lt;br /&gt;
The game is free to play in VR as well as in non-VR using a WASD/mouse interface [https://store.steampowered.com/app/867750/Gull_Kebap_VR/].&lt;br /&gt;
&lt;br /&gt;
==Precompiled static global-illumination==&lt;br /&gt;
The Trinary-Space-Partition [https://en.wikipedia.org/wiki/Binary_space_partitioning] of the geometry within the game has a light-map.&lt;br /&gt;
Next to a lightmap, [[Gull_Kebap_VR]] also keeps track of volumetric lighting properties.&lt;br /&gt;
Position and orientation deterime the amount of light that can be gained.&lt;br /&gt;
&lt;br /&gt;
The leads to a 5-dimensional tensor, that describes the radiosity of a specific level.&lt;br /&gt;
&lt;br /&gt;
The level compiler for [[Gull_Kebap_VR]] uses a customizable amount of threads and runs in O(n log n) time.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=36</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=36"/>
		<updated>2024-08-14T20:29:43Z</updated>

		<summary type="html">&lt;p&gt;Wouter: /* Precompiled static global-illumination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Gull Kebap_VR]] is a video game that features [[Full-Dive_VR]].&lt;br /&gt;
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a [[Full-Dive_VR]] experience.&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]] is preferably played standing.&lt;br /&gt;
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.&lt;br /&gt;
&lt;br /&gt;
The game is free to play in VR as well as in non-VR using a WASD/mouse interface [https://store.steampowered.com/app/867750/Gull_Kebap_VR/].&lt;br /&gt;
&lt;br /&gt;
==Precompiled static global-illumination==&lt;br /&gt;
The [[Trinary-Space-Partition]] of the geometry within the game has a light-map.&lt;br /&gt;
Next to a lightmap, [[Gull_Kebap_VR]] also keeps track of volumetric lighting properties.&lt;br /&gt;
Position and orientation deterime the amount of light that can be gained.&lt;br /&gt;
&lt;br /&gt;
The leads to a 5-dimensional tensor, that describes the radiosity of a specific level.&lt;br /&gt;
&lt;br /&gt;
The level compiler for [[Gull_Kebap_VR]] uses a customizable amount of threads and runs in O(n log n) time.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=35</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=35"/>
		<updated>2024-08-14T20:28:47Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Gull Kebap_VR]] is a video game that features [[Full-Dive_VR]].&lt;br /&gt;
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a [[Full-Dive_VR]] experience.&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]] is preferably played standing.&lt;br /&gt;
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.&lt;br /&gt;
&lt;br /&gt;
The game is free to play in VR as well as in non-VR using a WASD/mouse interface [https://store.steampowered.com/app/867750/Gull_Kebap_VR/].&lt;br /&gt;
&lt;br /&gt;
==Precompiled static global-illumination==&lt;br /&gt;
The [[trinary_space_partition]] of the geometry within the game has a light-map.&lt;br /&gt;
Next to a lightmap, [[Gull_Kebap_VR]] also keeps track of volumetric lighting properties.&lt;br /&gt;
Position and orientation deterime the amount of light that can be gained.&lt;br /&gt;
&lt;br /&gt;
The leads to a 5-dimensional tensor, that describes the radiosity of a specific level.&lt;br /&gt;
&lt;br /&gt;
The level compiler for [[Gull_Kebap_VR]] uses a customizable amount of threads and runs in O(n log n) time.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=34</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=34"/>
		<updated>2024-08-14T20:26:39Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Gull Kebap_VR]] is a video game that features [[Full-Dive_VR]].&lt;br /&gt;
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a [[Full-Dive_VR]] experience.&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]] is preferably played standing.&lt;br /&gt;
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.&lt;br /&gt;
&lt;br /&gt;
The game is free to play in VR as well as in non-VR using a WASD/mouse interface [https://store.steampowered.com/app/867750/Gull_Kebap_VR/].&lt;br /&gt;
&lt;br /&gt;
==Precompiled static global-illumination==&lt;br /&gt;
The [[trinary-space-partition]] of the geometry within the game has a light-map.&lt;br /&gt;
Next to a lightmap, [[Gull_Kebap_VR]] also keeps track of volumetric lighting properties.&lt;br /&gt;
Position and orientation deterime the amount of light that can be gained.&lt;br /&gt;
&lt;br /&gt;
The leads to a 5-dimensional tensor, that describes the radiosity of a specific level.&lt;br /&gt;
&lt;br /&gt;
The level compiler for [[Gull_Kebap_VR]] uses a customizable amount of threads and runs in O(n log n) time.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=33</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=33"/>
		<updated>2024-08-14T20:26:17Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gull Kebap VR is a video game that features [[Full-Dive_VR]].&lt;br /&gt;
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a [[Full-Dive_VR]] experience.&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]] is preferably played standing.&lt;br /&gt;
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.&lt;br /&gt;
&lt;br /&gt;
The game is free to play in VR as well as in non-VR using a WASD/mouse interface [https://store.steampowered.com/app/867750/Gull_Kebap_VR/].&lt;br /&gt;
&lt;br /&gt;
==Precompiled static global-illumination==&lt;br /&gt;
The [[trinary-space-partition]] of the geometry within the game has a light-map.&lt;br /&gt;
Next to a lightmap, [[Gull_Kebap_VR]] also keeps track of volumetric lighting properties.&lt;br /&gt;
Position and orientation deterime the amount of light that can be gained.&lt;br /&gt;
&lt;br /&gt;
The leads to a 5-dimensional tensor, that describes the radiosity of a specific level.&lt;br /&gt;
&lt;br /&gt;
The level compiler for [[Gull_Kebap_VR]] uses a customizable amount of threads and runs in O(n log n) time.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=32</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=32"/>
		<updated>2024-08-14T20:25:09Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gull Kebap VR is a video game that features Full-Dive-VR.&lt;br /&gt;
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a [[Full-Dive_VR]] experience.&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]] is preferably played standing.&lt;br /&gt;
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.&lt;br /&gt;
&lt;br /&gt;
The game is free to play in VR as well as in non-VR using a WASD/mouse interface [https://store.steampowered.com/app/867750/Gull_Kebap_VR/].&lt;br /&gt;
&lt;br /&gt;
==Precompiled static global-illumination==&lt;br /&gt;
The [[trinary-space-partition]] of the geometry within the game has a light-map.&lt;br /&gt;
Next to a lightmap, [[Gull_Kebap_VR]] also keeps track of volumetric lighting properties.&lt;br /&gt;
Position and orientation deterime the amount of light that can be gained.&lt;br /&gt;
&lt;br /&gt;
The leads to a 5-dimensional tensor, that describes the radiosity of a specific level.&lt;br /&gt;
&lt;br /&gt;
The level compiler for [[Gull_Kebap_VR]] uses a customizable amount of threads and runs in O(n log n) time.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=31</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=31"/>
		<updated>2024-08-14T20:24:36Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gull Kebap VR is a video game that features Full-Dive-VR.&lt;br /&gt;
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a [[Full-Dive VR]] experience.&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]] is preferably played standing.&lt;br /&gt;
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.&lt;br /&gt;
&lt;br /&gt;
The game is free to play in VR as well as in non-VR using a WASD/mouse interface [https://store.steampowered.com/app/867750/Gull_Kebap_VR/].&lt;br /&gt;
&lt;br /&gt;
==Precompiled static global-illumination==&lt;br /&gt;
The [[trinary-space-partition]] of the geometry within the game has a light-map.&lt;br /&gt;
Next to a lightmap, [[Gull_Kebap_VR]] also keeps track of volumetric lighting properties.&lt;br /&gt;
Position and orientation deterime the amount of light that can be gained.&lt;br /&gt;
&lt;br /&gt;
The leads to a 5-dimensional tensor, that describes the radiosity of a specific level.&lt;br /&gt;
&lt;br /&gt;
The level compiler for [[Gull_Kebap_VR]] uses a customizable amount of threads and runs in O(n log n) time.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=30</id>
		<title>Hit Me Baby</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=30"/>
		<updated>2024-08-14T20:17:45Z</updated>

		<summary type="html">&lt;p&gt;Wouter: /* Models with ray-traced shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hit me baby is the successor of [[Gull_Kebap_VR]].&lt;br /&gt;
The base-code is adopted from [[Gull_Kebap VR]].&lt;br /&gt;
A couple of new features are:&lt;br /&gt;
&lt;br /&gt;
==Support for transparent geometry==&lt;br /&gt;
The refraction index always remains 1. But the transparent geometry handles [[radiosity]] pretty well. It is possible to make a structure out of multiple [[polyheda]]. The intermediate surfaces are cut away.&lt;br /&gt;
The result is pretty.&lt;br /&gt;
&lt;br /&gt;
==Noise filter on lightmap==&lt;br /&gt;
Hit me baby uses a 16*3=48 bit lightmap. The lightmap is compressed using [[dual-jpeg]].&lt;br /&gt;
Depending on the CPU of the computer that compiles the level geometry into a [[maps]] file, lightmaps can get ugly if not that many rays are used.&lt;br /&gt;
The noise-filter algorithm produces pretty results even when using insufficient processing power.&lt;br /&gt;
&lt;br /&gt;
==Models with ray-traced shadows==&lt;br /&gt;
Although the plastic-phong-shading on the models is not ray-traced, the shadows of these models are.&lt;br /&gt;
Just like the trees in [[Gull_Kebap_VR]].&lt;br /&gt;
&lt;br /&gt;
==Pretty but inaccurate bump-mapping==&lt;br /&gt;
An imperfect attempt at bump-mapping is made.&lt;br /&gt;
Emissive textures do not contribute to the bump-mapping. Nor do omni-lightsources cast shadows.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=29</id>
		<title>Hit Me Baby</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=29"/>
		<updated>2024-08-14T20:17:13Z</updated>

		<summary type="html">&lt;p&gt;Wouter: /* Models with ray-traced shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hit me baby is the successor of [[Gull_Kebap_VR]].&lt;br /&gt;
The base-code is adopted from [[Gull_Kebap VR]].&lt;br /&gt;
A couple of new features are:&lt;br /&gt;
&lt;br /&gt;
==Support for transparent geometry==&lt;br /&gt;
The refraction index always remains 1. But the transparent geometry handles [[radiosity]] pretty well. It is possible to make a structure out of multiple [[polyheda]]. The intermediate surfaces are cut away.&lt;br /&gt;
The result is pretty.&lt;br /&gt;
&lt;br /&gt;
==Noise filter on lightmap==&lt;br /&gt;
Hit me baby uses a 16*3=48 bit lightmap. The lightmap is compressed using [[dual-jpeg]].&lt;br /&gt;
Depending on the CPU of the computer that compiles the level geometry into a [[maps]] file, lightmaps can get ugly if not that many rays are used.&lt;br /&gt;
The noise-filter algorithm produces pretty results even when using insufficient processing power.&lt;br /&gt;
&lt;br /&gt;
==Models with ray-traced shadows==&lt;br /&gt;
Although the plastic-phong-shading on the models is not ray-traced, the shadows of these models are.&lt;br /&gt;
Just like the trees in [[Gull-Kebap_VR]].&lt;br /&gt;
&lt;br /&gt;
==Pretty but inaccurate bump-mapping==&lt;br /&gt;
An imperfect attempt at bump-mapping is made.&lt;br /&gt;
Emissive textures do not contribute to the bump-mapping. Nor do omni-lightsources cast shadows.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=28</id>
		<title>Hit Me Baby</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=28"/>
		<updated>2024-08-14T20:15:11Z</updated>

		<summary type="html">&lt;p&gt;Wouter: /* Noise filter on lightmap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hit me baby is the successor of [[Gull_Kebap_VR]].&lt;br /&gt;
The base-code is adopted from [[Gull_Kebap VR]].&lt;br /&gt;
A couple of new features are:&lt;br /&gt;
&lt;br /&gt;
==Support for transparent geometry==&lt;br /&gt;
The refraction index always remains 1. But the transparent geometry handles [[radiosity]] pretty well. It is possible to make a structure out of multiple [[polyheda]]. The intermediate surfaces are cut away.&lt;br /&gt;
The result is pretty.&lt;br /&gt;
&lt;br /&gt;
==Noise filter on lightmap==&lt;br /&gt;
Hit me baby uses a 16*3=48 bit lightmap. The lightmap is compressed using [[dual-jpeg]].&lt;br /&gt;
Depending on the CPU of the computer that compiles the level geometry into a [[maps]] file, lightmaps can get ugly if not that many rays are used.&lt;br /&gt;
The noise-filter algorithm produces pretty results even when using insufficient processing power.&lt;br /&gt;
&lt;br /&gt;
==Models with ray-traced shadows==&lt;br /&gt;
Although the plastic-phong-shading on the models is not ray-traced, the shadows of these models are.&lt;br /&gt;
Just like the trees in [[Gull-Kebap VR]].&lt;br /&gt;
&lt;br /&gt;
==Pretty but inaccurate bump-mapping==&lt;br /&gt;
An imperfect attempt at bump-mapping is made.&lt;br /&gt;
Emissive textures do not contribute to the bump-mapping. Nor do omni-lightsources cast shadows.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=27</id>
		<title>Hit Me Baby</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=27"/>
		<updated>2024-08-14T20:13:59Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hit me baby is the successor of [[Gull_Kebap_VR]].&lt;br /&gt;
The base-code is adopted from [[Gull_Kebap VR]].&lt;br /&gt;
A couple of new features are:&lt;br /&gt;
&lt;br /&gt;
==Support for transparent geometry==&lt;br /&gt;
The refraction index always remains 1. But the transparent geometry handles [[radiosity]] pretty well. It is possible to make a structure out of multiple [[polyheda]]. The intermediate surfaces are cut away.&lt;br /&gt;
The result is pretty.&lt;br /&gt;
&lt;br /&gt;
==Noise filter on lightmap==&lt;br /&gt;
Hit me baby uses a 16*3=48 bit lightmap. The lightmap is compressed using [[dual-jpeg]].&lt;br /&gt;
Depending on the CPU of the computer that compiles the level geometry into a [[maps]] file, lightmaps can get ugly is not that many rays are used.&lt;br /&gt;
The noise-filter algorithm produces pretty results even when using insufficient processing power.&lt;br /&gt;
&lt;br /&gt;
==Models with ray-traced shadows==&lt;br /&gt;
Although the plastic-phong-shading on the models is not ray-traced, the shadows of these models are.&lt;br /&gt;
Just like the trees in [[Gull-Kebap VR]].&lt;br /&gt;
&lt;br /&gt;
==Pretty but inaccurate bump-mapping==&lt;br /&gt;
An imperfect attempt at bump-mapping is made.&lt;br /&gt;
Emissive textures do not contribute to the bump-mapping. Nor do omni-lightsources cast shadows.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=26</id>
		<title>Hit Me Baby</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=26"/>
		<updated>2024-08-14T20:13:18Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hit me baby is the successor of [[Gull_Kebap_VR]].&lt;br /&gt;
The base-code is adopted from [[Gull_Kebap VR]].&lt;br /&gt;
A couple of new features are:&lt;br /&gt;
&lt;br /&gt;
==Support for transparent geometry==&lt;br /&gt;
The refraction index always remains 1. But the transparent geometry handles [[radiosity]] pretty well. It is possible to make a structure out of multiple [[polyheda]]. The intermediate surfaces are cut away.&lt;br /&gt;
The result is pretty.&lt;br /&gt;
&lt;br /&gt;
==Noise filter on lightmap==&lt;br /&gt;
Hit me baby uses a 16*3=48 bit lightmap. The lightmap is compressed using [[dual-jpeg]].&lt;br /&gt;
Depending on the CPU of the computer that compiles the level geometry into a [[maps]] file, lightmaps can get ugly is not that many rays are used.&lt;br /&gt;
The noise-filter algorithm produces pretty results even when using insufficient processing power.&lt;br /&gt;
&lt;br /&gt;
==Models with ray-traced shadows==&lt;br /&gt;
Although the plastic-phong-shading on the models is not ray-traced, the shadows of these models are.&lt;br /&gt;
Just like the trees in [[Gull-Kebap VR]].&lt;br /&gt;
&lt;br /&gt;
==Pretty buy inaccurate bump-mapping==&lt;br /&gt;
An imperfect attempt at bump-mapping is made.&lt;br /&gt;
Emissive textures do not contribute to the bump-mapping. Nor do omni-lightsources cast shadows.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=25</id>
		<title>Hit Me Baby</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=25"/>
		<updated>2024-08-14T20:12:51Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hit me baby is the successor of [[Gull_Kebap_VR]].&lt;br /&gt;
The base-code is adopted from [[Gull_Kebap VR]].&lt;br /&gt;
A couple of new weatures are:&lt;br /&gt;
&lt;br /&gt;
==Support for transparent geometry==&lt;br /&gt;
The refraction index always remains 1. But the transparent geometry handles [[radiosity]] pretty well. It is possible to make a structure out of multiple [[polyheda]]. The intermediate surfaces are cut away.&lt;br /&gt;
The result is pretty.&lt;br /&gt;
&lt;br /&gt;
==Noise filter on lightmap==&lt;br /&gt;
Hit me baby uses a 16*3=48 bit lightmap. The lightmap is compressed using [[dual-jpeg]].&lt;br /&gt;
Depending on the CPU of the computer that compiles the level geometry into a [[maps]] file, lightmaps can get ugly is not that many rays are used.&lt;br /&gt;
The noise-filter algorithm produces pretty results even when using insufficient processing power.&lt;br /&gt;
&lt;br /&gt;
==Models with ray-traced shadows==&lt;br /&gt;
Although the plastic-phong-shading on the models is not ray-traced, the shadows of these models are.&lt;br /&gt;
Just like the trees in [[Gull-Kebap VR]].&lt;br /&gt;
&lt;br /&gt;
==Pretty buy inaccurate bump-mapping==&lt;br /&gt;
An imperfect attempt at bump-mapping is made.&lt;br /&gt;
Emissive textures do not contribute to the bump-mapping. Nor do omni-lightsources cast shadows.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Full-Dive_VR&amp;diff=24</id>
		<title>Full-Dive VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Full-Dive_VR&amp;diff=24"/>
		<updated>2024-08-14T19:59:37Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The definition of [[Full-Dive VR]] is given below:&lt;br /&gt;
Likely, the term Full-Dive VR is coined by Elon Musk.&lt;br /&gt;
&lt;br /&gt;
*Your head will collide properly with geometry inside the game&lt;br /&gt;
*Reversed [[Continuous Collision Detection]] is used to bounce your head of the wall or ceiling&lt;br /&gt;
*The body is represented by a spring&lt;br /&gt;
&lt;br /&gt;
For example, you can walk up a stairs with a Full-Dive VR game.&lt;br /&gt;
Also, you must be able to bump your head against the wall/ceiling.&lt;br /&gt;
&lt;br /&gt;
The head of the user is treated like a god object. The position is set by the tracker-input.&lt;br /&gt;
All relevant geometry within the game has to account for this object.&lt;br /&gt;
&lt;br /&gt;
If we define the entire body as a god object, we run into issues.&lt;br /&gt;
I.e. math-problems without solution. The sphere-case is solvable. Luckily this is sufficient for [[Full-Dive VR]].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Full-Dive_VR&amp;diff=23</id>
		<title>Full-Dive VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Full-Dive_VR&amp;diff=23"/>
		<updated>2024-08-14T19:53:00Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The definition of [[Full-Dive VR]] is given below:&lt;br /&gt;
Likely, the term Full-Dive VR is coined by Elon Musk.&lt;br /&gt;
&lt;br /&gt;
*Your head will collide properly with geometry inside the game&lt;br /&gt;
*Reversed [[Continuous Collision Detection]] is used to bounce your head of the wall or ceiling&lt;br /&gt;
*The body is represented by a spring&lt;br /&gt;
&lt;br /&gt;
For example, you can walk up a stairs with a Full-Dive VR game.&lt;br /&gt;
Also, you must be able to bump your head against the wall/ceiling.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=22</id>
		<title>Continuous Collision Detection</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=22"/>
		<updated>2023-12-31T18:26:54Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Continuous Collision Detection]] is the science of deciding how an when multiple bodies collide. Sometimes [[CCD]] is referred to as 4D-[[CCD]], but this term is not really valid because [[CCD]] only uses time-axis-orthogonal hyper-slices.&lt;br /&gt;
&lt;br /&gt;
==Rigid Body Continuous Collision Detection==&lt;br /&gt;
Rigid-body-[[CCD]], was the topic of Wouter L. B. Buddingh&#039; his Master&#039;s thesis [https://pure.tue.nl/ws/portalfiles/portal/46957730/772058-1.pdf].&lt;br /&gt;
&lt;br /&gt;
The reference above is to Wouter Buddingh&#039; his master thesis. You might also want to read the paper. The original publication date would have been The third or Janurari 2017 [https://www.wosabi.com/CCD%20paper.pdf]. D2M is a product of Eindhoven University of Technology.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=21</id>
		<title>Continuous Collision Detection</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=21"/>
		<updated>2023-12-31T18:25:26Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Continuous Collision Detection]] is the science of deciding how an when multiple bodies collide. Sometimes [[CCD]] is referred to as 4D-[[CCD]], but this term is not really valid because [[CCD]] only uses time-axis-orthogonal hyper-slices.&lt;br /&gt;
&lt;br /&gt;
==Rigid Body Continuous Collision Detection==&lt;br /&gt;
Rigid-body-[[CCD]], was the topic of Wouter L. B. Buddingh&#039; his Master&#039;s thesis [[https://pure.tue.nl/ws/portalfiles/portal/46957730/772058-1.pdf]].&lt;br /&gt;
&lt;br /&gt;
The reference above is to Wouter Buddingh&#039; his master thesis. You might also want to read the paper. The original publication date would have been The third or Janurari 2017 [https://www.wosabi.com/CCD%20paper.pdf]. D2M is a product of Eindhoven University of Technology.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=20</id>
		<title>Continuous Collision Detection</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=20"/>
		<updated>2023-12-31T18:10:10Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Continuous Collision Detection]] is the science of deciding how an when multiple bodies collide. Sometimes [[CCD]] is referred to as 4D-[[CCD]], but this term is not really valid because [[CCD]] only uses time-axis-orthogonal hyper-slices.&lt;br /&gt;
&lt;br /&gt;
==Rigid Body Continuous Collision Detection==&lt;br /&gt;
Rigid-body-[[CCD]], was the topic of Wouter L. B. Buddingh&#039; his Master&#039;s thesis [[https://pure.tue.nl/ws/portalfiles/portal/46957730/772058-1.pdf]].&lt;br /&gt;
&lt;br /&gt;
The reference above is to Wouter Buddingh&#039; his master thesis. You might also want to read the paper. The original publication date would have been January, third 2017 [https://www.wosabi.com/CCD%20paper.pdf].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=19</id>
		<title>Continuous Collision Detection</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=19"/>
		<updated>2023-12-31T17:46:34Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Continuous Collision Detection]] is the science of deciding how an when multiple bodies collide. Sometimes [[CCD]] is referred to as 4D-[[CCD]], but this term is not really valid because [[CCD]] only uses time-axis-orthogonal hyper-slices.&lt;br /&gt;
&lt;br /&gt;
==Rigid Body Continuous Collision Detection==&lt;br /&gt;
Rigid-body-[[CCD]], was the topic of Wouter L. B. Buddingh&#039; his Master&#039;s thesis [[https://pure.tue.nl/ws/portalfiles/portal/46957730/772058-1.pdf]].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=18</id>
		<title>Continuous Collision Detection</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=18"/>
		<updated>2023-12-31T17:44:30Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Continuous Collision Detection]] is the science of deciding how an when multiple bodies collide. Sometimes [[CCD]] is referred to as 4D-[[CCD]], but this term is not really valid because [[CCD]] only uses time-axis-orthogonal hyper-slices.&lt;br /&gt;
&lt;br /&gt;
==Rigid Body Continous Collision Detection==&lt;br /&gt;
Rigid-body-[[CCD]], was the topic of Wouter L. B. Buddingh&#039; his Master&#039;s thesis [[https://pure.tue.nl/ws/portalfiles/portal/46957730/772058-1.pdf]].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=17</id>
		<title>Continuous Collision Detection</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=17"/>
		<updated>2023-12-31T17:44:10Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Continuous Collision Detection]] is the science of deciding how an when multiple bodies collide. Sometimes [[CCD]] is referred to as 4D-[[CCD]], but this term is not really valid because [[CCD]] only uses time-axis-orthogonal hyper-slices.&lt;br /&gt;
&lt;br /&gt;
==Rigid Body Continous Collision Detection==&lt;br /&gt;
Rigid-body-[[CCD]], was the topic of Wouter L. B. Buddingh&#039;&#039;s Master&#039;s thesis [[https://pure.tue.nl/ws/portalfiles/portal/46957730/772058-1.pdf]].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=16</id>
		<title>Continuous Collision Detection</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=16"/>
		<updated>2023-12-31T17:43:44Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Continuous Collision Detection]] is the science of deciding how an when multiple bodies collide. Sometimes [[CCD]] is referred to as [[4D-[[CCD]]]], but this term is not really valid because [[CCD]] only uses time-axis-orthogonal hyper-slices.&lt;br /&gt;
&lt;br /&gt;
==Rigid Body Continous Collision Detection==&lt;br /&gt;
[[Rigid-body-[[CCD]]]], was the topic of Wouter L. B. Buddingh&#039;&#039;s Master&#039;s thesis [[https://pure.tue.nl/ws/portalfiles/portal/46957730/772058-1.pdf]].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=15</id>
		<title>Continuous Collision Detection</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=15"/>
		<updated>2023-12-31T17:42:23Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Continuous Collision Detection]] is the science of deciding how an when multiple bodies collide. Sometimes [[CCD]] is referred to as 4D-CCD, but this term is not really valid because [[CCD]] only uses time-axis-orthogonal hyper-slices.&lt;br /&gt;
&lt;br /&gt;
==Rigid Body Continous Collision Detection==&lt;br /&gt;
Rigid-body-[[CCD]], was the topic of Wouter L. B. Buddingh&#039;&#039;s Master&#039;s thesis [[https://pure.tue.nl/ws/portalfiles/portal/46957730/772058-1.pdf]].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=CCD&amp;diff=14</id>
		<title>CCD</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=CCD&amp;diff=14"/>
		<updated>2023-12-31T17:38:50Z</updated>

		<summary type="html">&lt;p&gt;Wouter: Created page with &amp;quot;A short-hand for Continuous Collision Detection.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A short-hand for [[Continuous Collision Detection]].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=13</id>
		<title>Continuous Collision Detection</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Continuous_Collision_Detection&amp;diff=13"/>
		<updated>2023-12-31T17:38:29Z</updated>

		<summary type="html">&lt;p&gt;Wouter: Created page with &amp;quot;Continuous Collision Detection is the science of deciding how an when multiple bodies collide. Sometimes CCD is referred to as 4D-CCD, but this term is not really valid because CCD only uses time-axis-orthogonal hyper-slices.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Continuous Collision Detection]] is the science of deciding how an when multiple bodies collide. Sometimes [[CCD]] is referred to as 4D-CCD, but this term is not really valid because [[CCD]] only uses time-axis-orthogonal hyper-slices.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=12</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=12"/>
		<updated>2023-12-31T17:19:50Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gull Kebap VR is a video game that features Full-Dive-VR.&lt;br /&gt;
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a [[Full-Dive VR]] experience.&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]] is preferably played standing.&lt;br /&gt;
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.&lt;br /&gt;
&lt;br /&gt;
The game is free to play in VR as well as in non-VR using a WASD/mouse interface [https://store.steampowered.com/app/867750/Gull_Kebap_VR/].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=11</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=11"/>
		<updated>2023-12-31T17:19:11Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gull Kebap VR is a video game that features Full-Dive-VR.&lt;br /&gt;
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a [[Full-Dive VR]] experience.&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]] is preferably played standing.&lt;br /&gt;
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.&lt;br /&gt;
&lt;br /&gt;
The game is free to play in VR as well as in non-VR using a WASD/mouse interface.&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/867750/Gull_Kebap_VR/|Gull_Kebap_VR]&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=10</id>
		<title>Hit Me Baby</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Hit_Me_Baby&amp;diff=10"/>
		<updated>2023-12-31T17:15:38Z</updated>

		<summary type="html">&lt;p&gt;Wouter: Created page with &amp;quot;Hit me baby is the successor of Gull_Kebap_VR.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hit me baby is the successor of [[Gull_Kebap_VR]].&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Main_Page&amp;diff=9</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Main_Page&amp;diff=9"/>
		<updated>2023-12-31T17:15:10Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Gull_Kebap_VR]]&lt;br /&gt;
&lt;br /&gt;
[[Hit_Me_Baby]]&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Main_Page&amp;diff=8</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Main_Page&amp;diff=8"/>
		<updated>2023-12-31T17:14:55Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Gull_Kebap_VR]]&lt;br /&gt;
[[Hit_Me_Baby]]&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Full-Dive_VR&amp;diff=7</id>
		<title>Full-Dive VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Full-Dive_VR&amp;diff=7"/>
		<updated>2023-12-31T17:13:44Z</updated>

		<summary type="html">&lt;p&gt;Wouter: Created page with &amp;quot;The definition of Full-Dive VR is given below: Likely, the term Full-Dive VR is coined by Elon Musk.  *Your head will collide properly with geometry inside the game *Inverse Continuous Collision Detection is used to bounce your head of the wall or ceiling *The body is represented by a spring  For example, you can walk up a stairs with a Full-Dive VR game. Also, you must be able to bump your head against the wall/ceiling.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The definition of [[Full-Dive VR]] is given below:&lt;br /&gt;
Likely, the term Full-Dive VR is coined by Elon Musk.&lt;br /&gt;
&lt;br /&gt;
*Your head will collide properly with geometry inside the game&lt;br /&gt;
*Inverse [[Continuous Collision Detection]] is used to bounce your head of the wall or ceiling&lt;br /&gt;
*The body is represented by a spring&lt;br /&gt;
&lt;br /&gt;
For example, you can walk up a stairs with a Full-Dive VR game.&lt;br /&gt;
Also, you must be able to bump your head against the wall/ceiling.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=6</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=6"/>
		<updated>2023-12-31T17:09:04Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gull Kebap VR is a video game that features Full-Dive-VR.&lt;br /&gt;
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a [[Full-Dive VR]] experience.&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]] is preferably played standing.&lt;br /&gt;
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=5</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=5"/>
		<updated>2023-12-31T17:05:56Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gull Kebap VR is a video game that features Full-Dive-VR.&lt;br /&gt;
This term is somtimes used by Elon Musk to denote a sophisticated VR-experience.&lt;br /&gt;
&lt;br /&gt;
What makes [[Gull_Kebap_VR]] into a Full-Dive VR experience.&lt;br /&gt;
&lt;br /&gt;
*Your head will collide properly with geometry inside the game&lt;br /&gt;
*Inverse Continuous Collision Detection is used to bounce your head of the wall or ceiling&lt;br /&gt;
&lt;br /&gt;
preferably&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=4</id>
		<title>Gull Kebap VR</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Gull_Kebap_VR&amp;diff=4"/>
		<updated>2023-12-31T16:58:29Z</updated>

		<summary type="html">&lt;p&gt;Wouter: Created page with &amp;quot;Test&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Test&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
	<entry>
		<id>https://www.wosabi.com/index.php?title=Main_Page&amp;diff=3</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.wosabi.com/index.php?title=Main_Page&amp;diff=3"/>
		<updated>2023-12-31T16:58:20Z</updated>

		<summary type="html">&lt;p&gt;Wouter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gull_Kebap_VR]]&lt;/div&gt;</summary>
		<author><name>Wouter</name></author>
	</entry>
</feed>