Everything for the GNU-hairy hacker.
The article discusses six widely used algorithms in graphics rendering of indoor and outdoor environments, namely: quad-based static terrain, Roettger's approach to continuous levels-of-detail in terrain, real-time optimally adapting meshes, portals, BSPs and PVSs. In each case the algorithm is discussed and some aspects of implementation are considered, as well as analyize each algorithm for its application in modern graphics systems.
End-users must write programs to control many different kinds of applications. Examples include multimedia authoring, controlling robots, defining manufacturing processes, setting up simulations, programming agents, scripting, etc. The languages used today for these tasks are usually difficult to learn and are based on professional programming languages. This is in spite of years of research highlighting the problems with these languages for novice programmers. The Natural Programming Project is developing general principles, methods, and programming language and environment designs that will significantly reduce the amount of learning and effort needed to write programs for people who are not professional programmers. These principles are based on a thorough analysis of previous empirical studies of programmers and new studies designed to discover more natural approaches to programming.
This document collects some thoughts on the tendency to totally rewrite Version 2.0 of successful software (and standards) just because the first version is perceived to be "messy" and "unmaintainable". Does this really help anybody, does it result in better systems, and when is "good enough", well, enough?