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 mike — BinaryOptions.net Forum

mike — BinaryOptions.net Forum

Mike Shinoda's letting people text him, and this is on the form you have to fill out. Non-binary and "Prefer not to answer" are also listed in the options! I know it's small but it just makes me so happy

Mike Shinoda's letting people text him, and this is on the form you have to fill out. Non-binary and submitted by moderngaycain to trans [link] [comments]

Mike B - Spectre AI interview - Decentralized Brokerless Binary Options Platform

Mike B - Spectre AI interview - Decentralized Brokerless Binary Options Platform
https://youtu.be/nfI5_1pzc6I
submitted by spectre_ai_team to Spectre_ai [link] [comments]

Auto Profit Signals Review 2015 - Is Auto Profit Signals SCAM Or LEGIT? Best Binary Options Trading Software. The Truth About Auto Profit Signals By Mike Stevens Review

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submitted by SuddrethSpadaro16 to SuddrethSpadaro [link] [comments]

The first official release of the ZOIA Librarian app is now available!

Version 1.0 is now out for Windows 10, Mac OS X, and Linux (Ubuntu)! It can be downloaded here https://github.com/meanmedianmoge/zoia_lib - see the "How to Install" section.
EDIT: Mac 1.0 release has been updated (see the link above to download the zip), and it should open successfully upon double-clicking the .app file! Apologies for any inconvenience.
If you have a GitHub account, feel free to create an issue regarding any performance issues you encounter. If you don't have a GitHub account, send feedback and bugs to me at [mikebmoger@gmail.com](mailto:mikebmoger@gmail.com).
Overview and tutorial video: https://www.youtube.com/watch?v=JLOUrWtG1Pk
User Manual: https://github.com/meanmedianmoge/zoia_lib/blob/mastedocumentation/User%20Manuals/ZOIA%20Librarian%20-%20User%20Manual%20-%20Version%201.0.pdf
Changelog is below. Special thanks to our beta testers, contributors, and supporters for the interest in this application!
Patch Notes Version 1.0 (September 25, 2020)
New Features - Finalized ZOIA binary parsing implementation. Again, massive thanks to djigneo/apparent1 for the initial C# code. As of this release, all features of the patch are fully exposed and can be decoded into a JSON object for further use. - Patch visualizer has been updated with more information to help you understand patches at a quick-glance. - Added the ability to search and sort for patches by author name. This applies to Local and Bank tabs only. PS tab author search and sort will not be supported at this time due to the API structure. - Updated patch importing so that patches with near-identical names are merged upon import (instead of strictly identical names). - Updated the behavior of the SD and Bank tables so that multiples can be selected and moved in different ways: Hold Shift and click the start and end patches to move and/or Hold Ctrl/Cmd and click on each patch you'd like to move. - Patches can now be moved into a bank in the following ways: Dragging single or multiple selections (similar options as above) at once and/or Clicking the Add to Bank button for single selections at a time. - Added a Clear Bank button to wipe the bank tables clean. - Added a new Help toolbar which allows users to access documentation and useful ZOIA resources. These will display in the PS tab browser panel. You can also search for different commands/shortcuts. - Added a Reset UI menu option in the event that users mangle the UI panels or tables. - Updated the light theme colors to give it a more muted look. - Alternating row colors is now a saved preference. It will save whatever is the current setting upon closing the application. - Added a step-by-step guide for how to compile the application from source for developers, contributors or users who were unable to open the beta builds. - Added our first Linux build! We aim to support the latest stable version of Ubuntu going forward. If you are a Linux user who prefers other distributions, please contact me.
Fixes - Fixed an issue that occurred while importing a version history (Mac). - Removed the threads used with menu action multi-import functions (Mac temporary fix). - Fixed an issue where the dates of imported patches were back-dated to the history of the SD card. - Fixed an issue with SD card imported files having mangled filenames (Windows). This also caused patches to not export properly. - Fixed an issue where changing the font/font size didn't apply to themes or buttons.
Known Issues - Certain patch binaries cannot be fully decoded due to being saved on deprecated ZOIA firmware. - Saved UI preferences are not being applied correctly for the Local Storage tab - specifically the vertical splitter (Mac).
Future Plans - Expansion view of routing for patch visualizer. Right now, the connections are displayed on a module-block level, but not from a general patch level. The expander would provide an in-depth visualization of audio and CV routing, likely to be displayed in a new tab. - Extend the binary decoder methods into an API for other applications/programs to utilize. - Simplify and automate code structure for releases (currently, a minimal-working version of the code needs to be created for the app-building process). - Allow for custom themes/colors in the UI. - Actually fix threading issues associated with menu action multi-imports.
As always, we welcome any feedback you may have. Thanks for being awesome :) - Mike M.
submitted by meanmedianmoge to ZOIA [link] [comments]

💎THE RESULTS: r/RomanceClub Community Survey!💎

💎THE RESULTS: RomanceClub Community Survey!💎
First of all, thank you very much to everyone who took part in the second ever Reddit Romance Club community survey! We mods were absolutely amazed by the high number of responses, so thank you for making this such a vibrant and engaged community! You all rock.
After grinding the (many) numbers, here are the results, which we hope you will find as interesting as we did.
Just a note: this survey was opened at the end of May and closed shortly after the June release, hence its questions only barely included Legend of the Willow and did not include Dracula: a Love Story. For this reason, we have not counted the (very few) replies that have been given in the "other" boxes mentioning characters that were not yet available as Lis/known as LIs in the May release (think Leo, Vlad, Kazu etc) as this would have not been fair to those who had answered the survey before the June update.
Having said that... buckle up for the ride! Lots of interesting info ahead.
----

💎Question 1: Which RC story is your favourite?

https://preview.redd.it/rlq02ktm0y951.png?width=1890&format=png&auto=webp&s=7ac99dcf156eba4a1e7a25e118cedb51ed21847c
No one will be surprised to find out that Heaven's Secret is the top story in this community right now, chosen by over 45% of the respondents. Our nostalgic heart is very happy, however, to see some old favs still make the podium - albeit trailing significantly behind. Moonborn and Shadows of Saintfour score second and third place, only separated by a handful of votes at around 11%, but newer release Chasing You is already breathing on their neck at 10.7%.
A healthy mix of new and old stories follows: Sails in the fog is in fifth place with 7.8% of the preferences, while Legend of the willow, after only a few episodes, already scores a very good sixth place, in a tie with Seduced by the rhythm at 4.3% of the votes. Queen in 30 days is seventh with 3.5% and My Hollywood Story is eighth with 1.2%.
Last place goes to Wave Patrol at 0.4%, which sadly doesn't come as a shock given the general feeling that the romantic/reputation points system was too complicated.
----

💎Question 2: Who are your favourite LIs?

https://preview.redd.it/x17lqdnw3y951.png?width=1020&format=png&auto=webp&s=6d560448445a77f5f076fcce43358b1dbb94c094
HS being the most popular story unsurprisingly propels some of its main LIs onto the podium with supersonic speed.
Bad boys rule, with Lucifer taking the crown with a whopping 65.7% of the votes and Alexander (CY) taking silver at 49.3%. The nice guys are not too far behind, though, with Dino in third place at 47.4% and Max (MB) only just about missing the podium in fourth place at 45.3%. We go back to bad boys with Brandon (SBR) in fifth, but soft spoken Sam (CY) is ready to balance things out again with his sixth place.
The most surprising result on top of the rankings is Jake (WP) who makes the top ten with a very healthy seventh place. He is really hard work, but obviously we all think he's totally worth it!
Old favourites Michael (SOS) and Victor (MB) still hold onto the hearts of their fans by scoring eight and ninth place respectively. First among the women - and the only female LI to make the top 10 - is the delightfully devilish Mimi (HS).
Waves' mate Sebastian misses the top ten only by a hair, placing himself in 11th place with a healthy 20.7%. Bodyguard Adam is the most favourite LI in Q30 in 12th place, followed by a row of SOS boys, with John, Derek and Aaron scoring very similar percentages in 13th, 14th and 15th place respectively. Sweetheart Ray is no longer the most favourite LI to come out of MHS, as in this round he ends up in a tie for 16th place with none other than his almost polar opposite, rough and ready Captain Jeff.
Leonard from Q30 (17th place) ties with Cherry from SOS but at least he beats his brother Richard (20th place) in the heart of the readers - and we all know that he'd be pretty pleased with that. Claire (SBR) is the second most favourite female LI in 18th place, while mysterious Luke (SOS) completes the top 20 in 19th place.
Here are the rest of the Lis who placed lower than the top 20:
(21) Carlos (SBR) 9.2%
(22) Justin (SBR) 8.6%
(23) Benny Bart (MB) 8.4%
(24) Tarino (MHS) 8.1%
(25) Gino (MHS) tied with Stephanie (SOS) at 7.8%
(26) Dante (MB) 6.9%
(27) Andy (HS) 6.3%
(28) Mike (MHS) 6.1 %
(29) Alek (WP) tied with Dante (CY) at 5.9%
(30) Kayla (WP) 5.3 %
(31) Alex (MHS) 3.9%
(32) Chris (SIF) 3.4%
(33) Frances (MB) 3.2%
(34) William (SIF) 3.1%
(35) Trisha (MB) 2.6%
(36) Charles (SBR) 2.1%
(37) Orlando (SBR) 1.8%
(38) Chris the bodyguard (MHS) tied with Adi (HS) at 1.6%
(39) Ellen (MHS) tied with Manta (SIF) at 1.2%
(40) Masked Man (SOS) 1.1%
(41) Ellia (CY) 0.8%
(42) Mermaid (SIF) 0.6%
(43) Simon (MB) 0.4%
(44) Charles (WP) tied with Emma (Q30) and Jackie (SIF) at 0.2%.
These lower rankings include some LIs that, based on the discussions we see on the subreddit, we were not expecting to get as many votes as they did - and vice versa. Dante from CY has more votes than Orlando from SBR? And Chris the bodyguard (MHS) beat the Masked Man (SOS)? Say what... Also: Jackie (SIF) definitely deserved a lot more votes! We might have to start a hashtag or something.
----

💎Question 3: Which non-LI character you’d romance in a heartbeat?

https://preview.redd.it/vd1u59tk10a51.png?width=863&format=png&auto=webp&s=df9e41d03e7af6b60396f96dbfed685b8e425b8e
Here are the top 15 most desired LIs in this community:
To absolutely no one's surprise, Geralt (HS) takes the top spot with 39.1% of the readers eager to unbuckle his sexy neck belts at the first occasion. Dreamy Xander from MB takes a very respectable second place with 23.2%: we will forever long for his full lips and crisp linen suit. Another MB favourite, Prince Ethan Wood completes the podium with his Matrix-style coat and intense eyes, but sassy and sexy demon Austie (HS) is not very far behind in fourth place.
Vampires Dustin Chase in fifth place and - although at quite a distance - Sophia in sixth join the ranks of the many LIs who sadly never were in MB. Cute lifeguard Zoey from WP ranks seventh, and no worries if you don't remember who she is: her screen time was about 5 minutes total - but enough to end up in a tie with angelic mentor Misselina from HS. Frenemy Candy from SOS makes eighth place, while evil stunner Monica from MB clutches ninth. To complete the top 10 is no one else but grumpy Angel Fencio (HS) - we obviously all want him to show us his collection of talismans - tied with Bean from MHS, who sadly had the audacity to get married to someone else.
In 11th place is SOS great friend Bobby, whose bravery in the face of untold horrors gave him a special place in all our hearts, in a tie with another WP lifeguard, Ryan (yeah, we have little recollection of him as well). Party-loving and OSHA nemesis Anthony Wood (MHS) is in 12th place, while scheming yet gorgeous Julia (Q30) takes 13th.
In 14th place is no one else but our dear Sailor Bobby - an option that was added as humorous but instead raked up a fairly respectable 14% of votes. As they say, if you are not handsome you should be handy, and no one is a better dress maker than Bobby! Plus, how can we forget when he disguised himself as a tribesman to save Adelaide from becoming soup? He ends up in a tie with a fan favourite, sweet angel Sammy (HS). Completing the top-15 is another HS angel, the ethereal Leeloo.
This question also had an "other" box, where people could add names that were not included in the list. For all those (quite a few!) people who wrote Dino (HS), Sam (CY) and Orlando (SBR)... we choose to believe you misread the question, but if you didn't... oh boy, have we got good news for you!
A few people also wished for Rachel (CY) and Hiro (SBR) to be LIs, so that's another happy ending there as per the latest release.
Some also wished for Diego, Baron Samedi and Jackie from SIF, and Joseph, Christian and Gustavo from SBR to be LIs, and we are happy to say that, although their routes might be a bit hidden and not all of them can be endgame LIs, you can most definitely already hookup with/romance all of them. Check the wiki for details!
A few people asked for the coffee shop owner in CY... we have the feeling that we know who at least one of them is, and truth be told, that beard is dreamy so we can see their point! More bearded LIs please!
Those who asked for Fyr... far from us to kink shame here, but let's just hope he turns out to be human at some point! We also have some Seraph Crowley (HS) and Angel Mora (MB) fans amongst us, as clear proof that no one is ever too old for love, plus WP Agent Phillips' manbun has also scored him some eager fans.
But that one person who asked for Sean from MB... we hope for your sake you are also about 12 years old because otherwise you need an old priest, a young priest and also a police officer.
----

💎Question 4: Which LI do you think is overrated, and why?

https://preview.redd.it/nea26zpyj2a51.png?width=855&format=png&auto=webp&s=dfeefda0ad627357d4a76c4e2fef0f3b4a42deca
Here are the top 10 most overrated LIs in the game according to our community.
You know how they say never rest on your laurels? In a surprising (or maybe not?) twist of fate, some of the most liked LIs also topped the most overrated rankings, which goes to show that the beauty of our community is that we all have different (and sometimes opposite) opinions! So please let's not fight in the comments, haha.
The most overrated LI crown goes to Lucifer with the 21.9% of the votes, (which is almost as him winning an Oscar and a Razzie on the same evening) mostly due to his behaviour, which many identify as "toxic", "abusive" and "triggering". Many readers are "not comfortable with his choking/manhandling of MC", and his "lack of respect for personal space". "Being treated poorly in the hope to finally reach a hidden soft side does not seem worth it". Some think "he needs therapy", and wonder "why he's still behaving like a teen while he's possibly thousands of years old". A reason why many dislike him however, is also "the daily flood of fanart that features him": we might all be a little Lucifered-out here on the subreddit!
Tied in second place (pun fully intended!) are Alexander (CY) and Victor (MB) at 11.5%: the reasons given for both of them are surprisingly similar. Both boys are into BDSM but neither seem to "truly know the rules of consent" and people think that they "overstep boundaries a little too often". Both have been described as "creepy", "controlling" and "plain weird". Victor is also guilty of being "boring" ("I asked for a tea not for your life story in India!" - someone wrote). Both have been invited to "drop the Christian Grey act" and some people think "they would be arrested in real life if they acted this way". Oh boy.
Justin (SBR) completes this unflattering podium at 9.1% because of his "obnoxious outbursts" and the way he treats MC. He is "rude" and "mean" and people seem to be willing to "pay diamonds to put him in his place". Hopefully that won't be necessary!
Jake from WP is fourth at 7.8%, the main reason being that he is "too difficult to romance", "too expensive and still rude", and that "we have to solve the Da Vinci code to get him" - as someone hilariously wrote.
Bad boy Brandon (SBR) scores 6.1% of the votes landing fifth place, with the word "jerk" being the most recurrently used to describe him. He is "arrogant", a "vanishing act", and "he is never nice to MC for long". Come on, Brandon! You can do better!
Unclaimed Andy (HS) takes sixth place with 4.5% for being "jealous" and "annoying" - although we would maybe argue that he's not really that overrated, as far as we can see from the sub...
In seventh place is Max (MB) at 4.1% but we are confused by the person who mentioned "his abs being too perfect" as a reason for disliking him. Of course, there is such a thing as too much of a good thing, so... fair enough? Other words used are "too boring", otherwise many people voted for him but did not really give a reason why. Max needs to work on his PR clearly!
Another tie in eight place sees Adam (Q30) and Dino (HS) score 3.7% of the votes. The Royal bodyguard is described as "a barbarian" and his behaviour as "possessive" and "controlling", while the main complaints against Dino seem for the vast majority to be directed to his looks: comments range from "his eyes look disproportionally big compared to his head" to "his hair seems separated from his face" to some people calling him a "Fabio lookalike". Beauty is in the eye of the beholder indeed!
Gruff Captain Jeff (MHS) makes ninth with 3.3%, mostly because of "the dodgy power dynamic between him and MC" and his "bullying": "I like puppies is not a free get out of jail card!" someone wrote. The fact that SOS Luke "drugged MC" bags him unanimously the tenth spot with 2.8% of the votes.
Not in the top ten but voted often enough to deserve a special mention are John (SOS) because of his "murderous tendencies", Derek (SOS) because "people only likes him for his glow-up", and Leonard (Q30) as "he took Emma's spot as the third main LI in the story" and "that was a cop out!" Plus "he seems so good only because the other two are the worst", someone quipped.
----

💎Question 5: Which LI do you think is underrated, and why?

https://preview.redd.it/t29ndbj8n2a51.png?width=1007&format=png&auto=webp&s=c817ac45f70f9210476feda212af736ad18b8f17
Let's all cheer ourselves up with the opposite end of the spectrum! Here are the top 10 Lis that the community think deserve more love! The answers in this question were a lot more fragmented, with a lot of random characters getting very few votes, so the ranking percentages are significantly lower than in other questions.
A few people chose to write "every female LI" as this question's answer, and this is reflected in the rankings below, where way more female characters are mentioned compared to other questions. So RC, we need more screen time for badass, gorgeous, interesting female LIs!
HS still carries its weight as the most popular story, with three of its main LIs topping the rankings, all lamenting the fact that they are "unfairly overshadowed by bad boy Lucifer". Andy tops the list with 8.5% of the votes: players think he is "a really good guy", "sweet", "cute", "caring", "thoughtful". They admit "he has flaws" but he "will help if you need him" and "will stand up for those he cares about". It's nice to see him getting some love!
Devil cutie Mimi ends up as a close second with only a few votes of difference, at 8.1%. She is "cute", "badass", and "so cool". Many people wrote they don't usually romance female Lis but they chose her nonetheless because she is "a great LI in every way". Someone wishes RC would "flesh her out a little more" and "give her more screen time". Third spot is for Dino: a "sweetheart" and "the cutest man in the game".
Jake from WP nabs fourth place with the 4.9% of votes. Players thinks the focus is too much on how hard he is to pursue, while "he is totally worth it", because after the initial coldness he becomes "sweet", "kind" and "caring". His "love for his family is another big plus", and he is always "supportive", "mature", "loyal" and "intense". Someone also wrote that "his sex scenes are amazing".
Gorgeous dancer Carlos from SBR is in fifth place: he is described as "cute", "great personality", "respectful" and "the sweetest". One to watch for sure! Prince Leonard (Q30) ties with Claire (SBR) in sixth place. Leonard is "complicated", "interesting" and "clever", while Claire is "sweet", "mature" and "loyal". Seventh position is for Michael (SOS) - "cute", "affectionate", "funny" - and Kayla (WP) who's "really nice" and "one of the first female LIs that didn't seem like a complete afterthought".
Eight place goes to Sam (CY) - "wholesome", "the right amount of naughty and nice", "a sweet and likeable guy" - in a tie with Chris (SIF) - "funny", "strong", "loyal", "always has your back". Ninth place is another tie between Sebastian (SIF) - "sweet" and "supportive" - and Alex (MHS) - "amazing personality", "really helpful".
Last but not least the tenth place is a foursome: William (SIF) gets some love for being "good", "solid", "loyal" and "fun", in a tie with Charles (SBR) - described as "perfect", "romantic" and "caring", as well as "hot", "sexy" and "gentle" - Jackie (SIF) - "an under-appreciated king", "handsome" and "fun", and Frances (MB) - a "real badass" and "one of the best LIs in MB".
So, time to replay your favourite book and try out one of these Lis instead than your usual one!
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💎Question 6: If you could eat or drink one thing from the RC universe, what would you choose?

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Max (MB) might no longer hold the crown of most loved LI in the game, but his cooking skills still hold strong. A whopping 37.2% of the people in this community would eat anything he prepares. Getting drunk on Glyft at the HS Academy takes second spot with 23.1% of the preferences, while a sugar rush after a light BDSM session in CY is all what the 13.2% of us want, completing this delicious podium.
In fourth place is pizza with a bunch of MHS friends, fifth is potential death - as long as ice cream and Jake from WP are involved - and sixth is Anthony Wood's juice at one of his epic MHS parties.
Dinner at the SOS circus is seventh, chosen by a fearless 3% of the community, while canapés at a jewellery fashion show in Q30 score the eighth and last place.
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💎Question 7: If you could spend a weekend in any RC story, would you:

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An entire weekend in the RC universe! What mischief is our community planning to get up to?
It looks like HS is once again top of the list, with over 38% of players willing to test their wings and get some strange and possibly corrosive blue liquid down their unclaimed throats. But LOW's gorgeous backgrounds and atmospheric setting have convinced the 16% of us to go explore a Japanese village, and possibly meet some mysterious cutie. Adelaide and her SIF crew navigate steadily in third place: 10.7% of us would follow them over the edge of the world and beyond.
In fourth place is a spot of murder mystery fun in CY, as 10.3% of us would happily explore a British family mansion - bloodshed possible but not guaranteed. A diplomatic trip with the Q30 Sagar Royal Court appeals to the 6.1% of us, especially if a romantic sunset is on the bill. The quaint and frankly unsettling SOS woods do not scare the 5.7% of us, but as long as no one picks up a nice bouquet of flowers, we should all be ok. In seventh place is our favourite vampire popstar Benny Bart (MB) performing at the Taste of the Night, while eighth is a dance marathon in SBR, inclusive of a trip to romantic Paris. Tarino's somewhat unusual directorial skills in MHS score ninth place, while hot surfers in WP's Miami end up last.
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💎Question 8: If you could get more episodes of a series that has now ended, which one would you choose?

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It's time to go down memory lane! We loved all the stories that RC has now completed, but which one we miss the most?
Side note: SIF and WP were still ongoing when this survey was first opened hence they are not featured in this list.
Horror story SOS takes a clear lead, with over 47% of our community wishing we could get more adventures with MC and her friends. MB is second, with a healthy 34% of readers wishing to spend more time in the company of vampires and werewolves. Q30 is third, with 13.3% of readers missing its Royal Palace and all the intrigue coming with it, and last but not least is comedy MHS, which is missed by 5.4% of this community.
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And now, some questions about this community's gaming habits:
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💎Question 9: How do you usually approach LI relationships?

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This question had a fairly split response between those who date a few LIs but ultimately choose only one (48.9%) and those who are fiercely monogamous from the start (42.4%). A healthy 8.7% of the readers prefer instead to play the field and date as many LIs as the gameplay will allow. And with so many great characters to choose from, that's hardly a surprise!
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💎Question 10: Would you play a book that has a male MC?

https://preview.redd.it/w15bvu885y951.png?width=826&format=png&auto=webp&s=b748f781448de34a98795a11470adc1e2dfe7129
We all know that at the moment all RC stories are gender-locked with a female MC. But what does the community think? Would we play a book with a male MC? The majority is in favour, with 61.9% of the responders answering with a resounding YES.
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💎Question 11: Do you use the RC wiki on Fandom?

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Our amazing fan-written Romance Club wiki recently celebrated 100 pages!
It sounds like a whopping 78.8% of this community uses the wiki, while about 14.1% did not know it existed (so we hope you are using it now!) and 7.1% are true daredevils who play without any wiki help.
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💎Question 12: What genre of story do you enjoy the most?

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With new stories always coming up, we were curious to know which genres this community enjoys the most.
Despite the game being called Romance Club, the top of the genre ranking goes to Fantasy, with a striking 74.1% of preferences. But no worries: Romance is a steady second with a great 70.8% of the votes. Third place goes to Mystery with 65.7%.
Adventure comes fourth with 55.2%, followed by Horror (42.5%), Historical (35.1%), Science Fiction (29.1%) and finally Comedy (26.4%).
A very small number of people (too little to make percentage) also asked for drama, thriller, detective/crime, heist/spy, high school/teens, superheroes, zombies and time travel. All great ideas!
The community has spoken though: RC, give us elves and gnomes and medieval tales of debauchery and magic!
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💎Question 13: How long have you been playing Romance Club for?

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We were curious to know for how long we all have been playing this game we love. The survey showed a good mix of old and new readers, with a clear tendency towards long-term reading, which makes us so very happy to know we are all just equally addicted.
36% stated that they have been playing for over a year, 23.6% for more than six months, 17.8% for more than three months, 16.1% for more than one month and 6.4% for less than a month. Welcome one and all, we hope you are all going to be here for the long haul!
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💎Question 14: How did you find out about the game Romance Club?

https://preview.redd.it/3rcvli496y951.png?width=745&format=png&auto=webp&s=c48166ce7feee6ee5dab1c00fac3ea6dd3ab43ff
The main way in which our community has found out about RC is through the app store/google play store (70.9%). Another subreddit is a source for 13.5% of us (we probably have to say thank you to our friends at Lovestruck and Choices!) while a friend recommended the game to 8.7% of us.
Instagram (3%) and Facebook (1.5%) are also popular sources, but 2.4% of us arrived to the game through adverts, which is to us the most interesting data since in the mod team we haven't personally seen any adverts for this game - ever - so if anyone has screenshots, please post them in the comments, we are super curious!
Some users (too few to make percentage) also mentioned videos and memes on TikTok or Youtube, Google Search, Tumblr, Twitter, Vkontakte or even their own sister(s) as a source.
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💎Question 15: Which operating system do you play the game on?

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The majority of this community plays on Android (57.7%) while 42.3% play on iOS.
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💎Question 16: Which other story games do you play?

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Here are the top-10 story app games we play in this community, aside from RC.
Unsurprisingly, market leader Choices comes first with 53.3% of the votes. Another giant in the field, Episodes, comes second - although with quite a substantially smaller percentage of votes, clocking at 28.1%. The top-three is completed by UK TV show-inspired Love Island with the 24.6%.
Chapters is the fourth most played game at 24.2%, followed by Lovestruck and Love Sick - tied at 16.1%. Moments is sixth at 13.1%, new entry on the market Stories: Love and choices follows in seventh with 5.3%, Journeys is eighth with 4.7% and The Arcana is ninth with 2.6%. The top-ten is completed by Tabou Stories: Love Episodes in a tie with Originals - both at 1.2%.
Some also reminisced about Storyscapes (gone too soon but not forgotten!) and many other game apps were mentioned but by too few people to make up for an accountable percentage. We surely discovered some games we had never heard of before, though, including: Fictif, Heart's Choice, Everlasting Summer, Fancy Love, Romance: Stories and choices, Secrets: Game of choices, Fictions: Choose your emotions, Mystic Messenger, City of Love and many, many more... so thanks everyone for all these new suggestions!
And to that one person who selected half a dozen games and then commented with "it is a problem!" ... trust us, you are in very, very good company here!!
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And lastly, some demographics:
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💎Question 17: Where in the world are you from?

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We are a very international bunch, that's for sure! Here are the numbers:
45.5% of this community lives in Europe, 24.3% in North America, 16.9% is in Asia, 5.7% is in Central/South America, 5.3% is in Africa and 2.3% is in Australia/New Zealand. Welcome one and all! We are so happy you are here.
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💎Question 18: How old are you?

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How old are we? The survey has spoken: 44.7% is between the ages of 18 and 24; 28.1% is between 25 and 35; 21.1% is 17 or younger; 6.1 % is 36 or older.
We must admit that we did not expect so many people to be on the younger end of the spectrum! But we hope everyone - of all ages - will always find this subreddit to be a safe, welcoming and friendly place where to discuss this game we all love. We mods work hard every day to keep this the most relaxed and fun RC space on the net and we feel so lucky that you are all as awesome as you are!
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💎Question 19: What is your gender identity?

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The overwhelming majority of this community (93.5%) identifies as female, while 4.6% identifies as male, 1.3% is non-binary, 0,4% identifies as genderqueer and 0.2% marked themselves as confused.
The fact that MC is gender-locked female and that LGBTQ routes are limited in the game is certainly one of the reasons why our community is not more diverse. Hopefully RC will expand their stories to include more diverse gender choices in terms of MCs and LIs, so to allow more people to enjoy their great storytelling skills.
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💎Question 20: What is your sexual orientation?

https://preview.redd.it/iskgfuk38y951.png?width=749&format=png&auto=webp&s=0d0cd01d9bedfb1f577206939bc22b959bc6921e
Here's the sexual orientation of our community:
70.1% identifies as Straight/Heterosexual
22.5% identifies as Bisexual
1.9% identifies as Lesbian/WLW
1.7% identifies as Pansexual
1.5% identifies as Gay/MLM
0.4% identifies as Aromantic
0.3% identifies as Aromantic/Bisexual
0.3% identifies as Asexual
0.3% identifies as Demisexual
0.2% identifies as Asexual/Biromantic
0.2% identifies as Asexual/Heterosexual
Once again, we hope that future plots featuring more diverse MC/LIs will attract more diverse players to our community.
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That's all folks! We hope you found these results interesting and we look forward to a new survey once we hit 5000 users! Until then... happy gaming and thanks for making this awesome community as great as it is! :)
💎 RomanceClub mods 💎
💎u/LauraVi 💎u/swankytutu 💎u/directormmn
💎💎💎💎💎💎💎💎💎💎💎💎💎💎💎💎
submitted by LauraVi to RomanceClub [link] [comments]

Unkle Mike. Culling Of Invisible Objects In Quake Related Engines

Intro
Despite all these great achievements in video cards development and the sworn assurances of developers about drawing 2 to 3 million polygons on screen without a significant FPS drop, it’s not all that rosy in reality. It depends on methods of rendering, on the number of involved textures and on the complexity and number of involved shaders. So even if all this really does ultimately lead to high performance, it only happens in the demos that developers themselves kindly offer. In these demos, some "spherical dragons in vacuum" made of a good hundred thousand polygons are drawn very quickly indeed. However, the real ingame situation for some reason never looks like this funny dragon from a demo, and as a result many comrades abandon the development of their "Crysis killer" as soon as they can render a single room with a couple of light sources, because for some reason FPS in this room fluctuate around 40-60 even on their 8800GTS and upon creating second room it drops to a whopping 20. Of course with problems like this, it would be incorrect to say how things aren’t that bad and how the trouble of such developers are purely in their absence of correctly implemented culling, and how it is time for them to read this article. But for those who have already overcome “the first room syndrome" and tried to draw – inferior though, but, anyway - the world, this problem really is relevant.
However, it should be borne in mind that QUAKE, written in ancient times, was designed for levels of a “corridor" kind exclusively; therefore methods of clipping discussed in this article are not applicable to landscapes, such as ones from STALKER or Crysis, since completely different methods work there, whose analysis is beyond the scope of this article. Meanwhile we’ll talk about the classic corridor approach to mapping and the effective clipping of invisible surfaces, as well as clipping of entire objects.

The paper tree of baloon leaves

As you probably know, QUAKE uses BSP, Binary Spacing Partition tree. This is a space indexing algorithm, and BSP itself doesn’t care if the space is open or closed, it doesn’t even care if the map is sealed, it can be anything. BSP implies the division of a three-dimensional object into a certain number of secant planes called "the branches" or "the nodes" and volumetric areas or rooms called "the leaves". The names are confusing as you can see. In QUAKE / QUAKE2 the branches usually contain information about the surfaces that this branch contain, and the leaves are an empty space, not filled with nothing. Although sometimes leaves may contain water for example (in a form of a variable that indicates, specifically, that we’ve got water in this leaf). Also, the leaf contains a pointer to the data of potential visibility (Potentially Visible Set, PVS) and a list of all surfaces that are marked as being visible from this leaf. Actually the approach itself implies that we are able to draw our world however we prefer, either using leaves only or using branches only. This is especially noticeable in different versions of QUAKE: for example, in QUAKE1 in a leaf we just mark our surfaces as visible and then we also sequentially go through all the surfaces visible from a particular branch, assembling chains of surfaces to draw them later. But in QUAKE3, we can accumulate visible surfaces no sooner than we’ll get into the leaf itself.
In QUAKE and QUAKE2, all surfaces must lie on the node, which is why the BSP tree grows rather quickly, but in exchange this makes it possible to trace these surfaces by simply moving around the tree, not wasting time to check each surface separately, which affects the speed of the tracer positively. Because of this, unique surface is linked to each node (the original surface is divided into several if necessary) so in the nodes we always have what is known to be visible beforehand, and therefore we can perform a recursive search on the tree using the BBox pyramid of frustum as a direction of our movement along the BSP tree (SV_RecursiveWorldNode function).
In QUAKE3, the tree was simplified and it tries to avoid geometry cuts as much as possible (a BSP tree is not even obliged to cut geometry, such cuts are but a matter of optimality of such a tree). And surfaces in QUAKE3 do not lie on the node because patches and triangle models lie there instead. But what happens would they be put on the node nevertheless, you can see on the example of "The Edge Of Forever" map that I compiled recently for an experimental version of Xash. Turns out, in places that had a couple thousand visible nodes and leaves in the original, there are almost 170 thousand of them with a new tree. And this is the result after all the preliminary optimizations, otherwise it could have been even more, he-he. Yeah, so... For this reason, the tree in QUAKE3 does not put anything on the node and we certainly do need to get into the leaf, mark visible surfaces in it and add them to the rendering list. On the contrary, in QUAKE / QUAKE2 going deep down to the leaf itself is not necessary.
Invisible polygon cutoff (we are talking about world polys, separate game objects will be discussed a bit later) is based on two methods:
The first method is to use bit-vectors of visibility (so-called PVS - Potential Visible Set). The second method is regular frustum culling which actually got nothing to do with BSP but works just as efficiently, for a certain number of conditions of course. Bottom line: together these two methods provide almost perfect clipping of invisible polygons, drawing a very small visible piece out of the vast world. Let's take a closer look at PVS and how it works.

When FIDO users get drunk

Underlying idea of PVS is to expose the fact that one leaf is visible from another. For BSP alone it’s basically impossible because leaves from completely different branches can be visible at the same time and you will never find a way to identify the pattern for leafs from different branches seeing each other - it simply doesn’t exist. Therefore, the compiler has to puff for us, manually checking the visibility of all leaves from all leaves. Information about visibility in this case is scanty: one Boolean variable with possible values 0 and 1. 0 means that leaf is not visible and 1 means that leaf is visible. It is easy to guess that for each leaf there is a unique set of such Boolean variables the size of the total number of leaves on the map. So a set like this but for all the leaves will take an order of magnitude more space: the number of leaves multiplied by the number of leaves and multiplied by the size of our variable in which we will store information of visibility (0 \ 1).
And the number of leaves, as you can easily guess, is determined by map size map and by the compiler, which upon reaching a certain map size, cease to divide the world into leaves and treat resulting node as a leaf. Leaf size vary for different QUAKE. For example, in QUAKE1 leaves are very small. For example I can tell you that the compiler divide standard boxmap in QUAKE1 into as many as four leaves meanwhile in QUAKE3 similar boxmap takes only one leaf. But we digress.
Let's estimate the size of our future PVS file. Suppose we have an average map and it has a couple thousand leaves. Would we imagine that the information about the leaf visibility is stored in a variable of char type (1 byte) then the size of visdata for this level would be, no more no less, almost 4 megabytes. That is, much AF. Of course an average modern developer would shrug and pack the final result into zip archive but back in 1995 end users had modest machines, their memory was low and therefore visdata was packed in “more different” ways. The first step in optimizing is about storing data not in bytes, but in bits. It is easy to guess that such approach reduce final result as much as 8 times and what's typical AF – does it without any resource-intensive algorithms like Huffman trees. Although in exchange, such approach somewhat worsened code usability and readability. Why am I writing this? Due to many developers’ lack of understanding for conditions in code like this:
if ( pvs [ leafnum >> 3 ] & ( 1 << ( leafnum & 7 ) ) ) { } 
Actually, this condition implement simple, beautiful and elegant access to the desired bit in the array (as one can recall, addressing less than one byte is impossible and you can only work with them via bit operations)

Titans that keep the globe spinning

The visible part of the world is cut off in the same fashion: we find the current leaf where the player is located (in QUAKE this is implemented by the Mod_PointInLeaf function) then we get a pointer to visdata for the current leaf (for our convenience, it is linked directly to the leaf in the form of "compressed_vis" pointer) and then stupidly go through all the leaves and branches of the map and check them for being visible from our leaf (this can be seen in the R_MarkLeaves function). As long as some leaves turn out to be visible from the current leaf we assign them a unique number from "r_visframecount" sequence which increases by one every frame. Thus, we emphasize that this leaf is visible when we build the current frame. In the next frame, "r_framecount" is incremented by one and all the leaves are considered invisible again. As one can understand, this is much more convenient and much faster than revisiting all the leaves at the end of each frame and zeroing their "visible" variable. I drew attention to this feature because this mechanism also bothers some and they don’t understand how it works.
The R_RecursiveWorldNode function “walk” along leaves and branches marked this way. It cuts off obviously invisible leaves and accumulate a list of surfaces from visible ones. Of course the first check is done for the equivalence of r_visframecount and visframe for the node in question. Then the branch undergoes frustum pyramid check and if this check fails then we don’t climb further along this branch. Having stumbled upon a leaf, we mark all its surfaces visible the same way, assigning the current r_framecount value to the visframe variable (in the future this will help us to determine quickly whether a certain surface is visible in the current frame). Then, using a simple function, we determine which side we are from the plane of our branch (each branch has its own plane, literally called “plane” in the code) and, again, for now, we just take all surfaces linked to this branch and add them to the drawing chain (so-called “texturechain”), although nobody can actually stop us from drawing them immediately, right there, (in QUAKE1 source code one can see both options) having previously checked these surfaces for clipping with the frustum pyramid, or at least having made sure that the surface faces us.
In QUAKE, each surface has a special flag SURF_PLANEBACK which help us determine the orientation of the surface. But in QUAKE3 there is no such flag anymore, and clipping of invisible surfaces is not as efficient, sending twice as many surfaces for rendering. However, their total number after performing all the checks is not that great. However, whatever one may say, adding this check to Xash3D raised average FPS almost one and half times in comparison to original Half-Life. This is on the matter whether it is beneficial. But we digress.
So after chaining and drawing visible surfaces, we call R_RecursiveWorldNode again but now - for the second of two root branches of BSP tree. Just in case. Because the visible surfaces, too, may well be there. When the recursion ends, the result will either be a whole rendered world, or chains of visible surfaces at least. This is what can actually be sent for rendering with OpenGL or Direct3D, well, if we did not draw our world right in the R_RecursiveWorldNode function of course. Actually this method with minor upgrades successfully used in all three QUAKEs.

A naked man is in a wardrobe because he's waiting for a tram

One of the upgrades is utilization of the so-called areaportals. This is another optimization method coming straight out of QUAKE2. The point of using areaportals is about game logic being able to turn the visibility of an entire sectors on and off at its discretion. Technically, this is achieved as follows: the world is divided into zones similar to the usual partitioning along the BSP tree, however, there can’t be more than 256 of them (later I will explain why) and they are not connected in any way.
Regular visibility is determined just like in QUAKE; however, by installing a special “func_areaportal” entity we can force the compiler to split an area in two. This mechanism operates on approximately the same principle as the algorithm of searching for holes in the map, so you won’t deceive the compiler by putting func_areaportal in a bare field - the compiler will simply ignore it. Although if you make areaportal the size of the cross-section of this field (to the skybox in all directions) in spite of everything the zones will be divided. We can observe this technique in Half-Life 2 where an attempt to return to old places (with cheats for example) shows us disconnected areaportals and a brief transition through the void from one zone to another. Actually, this mechanism helped Half-Life 2 simulate large spaces successfully and still use BSP level structure (I have already said that BSP, its visibility check algorithm to be precise, is not very suitable for open spaces).
So installed areaportal forcibly breaks one zone into two, and the rest of the zoneization is at the discretion of the compiler, which at the same time makes sure not to exceed 256 zones limit, so their sizes can be completely different. Well, I repeat, it depends on the overall size of the map. Our areaportal is connected to some door dividing these two zones. When the door is closed - it turns areaportal off and the zones are separated from each other. Therefore, if the player is not in the cut off zone, then rendering it is not worth it. In QUAKE, we’d have to do a bunch of checks and it’s possible that we could only cut off a fraction of the number of polygons (after all, the door itself is not an obstacle for either visibility check, or even more so, nor it is for frustum). Compare to case in point: one command is issued - and the whole room is excluded from visibility. “Not bad,” you’d say, “but how would the renderer find out? After all, we performed all our operations on the server and the client does not know anything about it.” And here we go back to the question why there can’t be more than 256 zones.
The point is, information about all of zone visibility is, likewise, packaged in bit flags (like PVS) and transmitted to the client in a network message. Dividing 256 bits by 8 makes 32 bytes, which generally isn’t that much. In addition, the tail of this information can be cut off at ease if it contains zeroes only. Though the payback for such an optimization would appear as an extra byte that will have to be transmitted over the network to indicate the actual size of the message about the visibility of our zones. But, in general, this approach justified.

Light_environment traces enter from the back

Source Engine turned out to have a terrible bug which makes the whole areaportal thing nearly meaningless. Numerous problems arise because of it: water breaks down into segments that pop in, well, you should be familiar with all this by now. Areaportal cuts the geometry unpredictably, like an ordinary secant plane, but its whole point is being predictable! Whereas areaportal brushes in Source Engine have absolutely no priority in splitting the map. It should be like this: first, the tree is cut the regular way. And when no suitable planes left, the final secant plane of areaportal is used. This is the only way to cut the sectors correctly.

Modern problems

The second optimization method, as I said, is increased size of the final leaf akin to QUAKE3. It is believed that a video card would draw a certain amount of polygons much faster than the CPU would check whether they are visible. This come from the very concept of visibility check: if visibility check takes longer than direct rendering, then well, to hell with this check. The controversy of this approach is determined by a wide range of video cards present at the hands of the end users, and it is strongly determined by the surging fashion for laptops and netbooks in which a video card is a very conditional and very weak concept (don’t even consider its claimed Shader Model 3 support). Therefore, for desktop gaming machines it would be more efficient to draw more at a time, but for weak video cards of laptops traditional culling will remain more reliable. Even if it is such a simple culling as I described earlier.

Decompression sickness simulator

Although I should also mention the principles of frustum culling, perhaps they are incomprehensible to some. Cutoff by frustum pyramid is actually pure mathematics without any compiler calculations. From the current direction of the player’s gaze, a clipping pyramid is built (the tip of the pyramid – in case someone can’t understand - is oriented towards the player’s point of view and its base is oriented in the direction of player’s view). The angle between the walls of the pyramid can be sharp or blunt - as you probably guessed already, it depends on the player's FOV. In addition, the player can forcefully pull the far wall of the pyramid closer to himself (yes, this is the notorious “MaxRange” parameter in the “worldspawn” menu of the map editor). Of course, OpenGL also builds a similar pyramid for its internal needs when it takes information from the projection matrix but we’re talking local pyramid now. The finished pyramid consists of 4-6 planes (QUAKE uses only 4 planes and trusts OpenGL to independently cut far and near polygons, but if you write your own renderer and intend to support mirrors and portals you will definitely need all six planes). Well, the frustum test itself is an elementary check for a presence of AA-box (AABB, Axis Aligned Bounding Box) in the frustum pyramid. Or speaking more correctly, this is a check for their intersection. Let me remind you that each branch has its own dimensions (a fragment of secant plane bound by neighboring perpendicular secant planes) which are checked for intersection. But unfortunately the frustum test has one fundamental drawback - it cannot cut what is directly in the player’s view. We can adjust the cutoff distance, we can even make that “ear feint” like they do in QFusion where final zFar value is calculated in each frame before rendering and then taken into account in entity clipping, but after all, whatever they say, the value itself was obtained from PVS-information. Therefore, neither of two methods can replace the other but they just complement each other. This should be remembered.

I gotta lay off the pills I'm taking

It seems that we figured out the rendering of the world and now we are moving on smoothly to cutting off moving objects... which are all the visible objects in the world! Even ones that, at te first glance, stand still and aren’t planning to move anywhere. Cause the player moves! From one point he still sees a certain static object, and from another point, of course, he no longer does. This detail should also be considered.
Actually, at the beginning of this article I already spoke in detail about an algorithm of objects’ visibility check: first we find the visible leaf for the player, then we find the visible leaf for the entity and then we check by visdata whether they see each other. I, too, would like to clarify (if someone suddenly does not understand) how each moving entity is given the number of its current visible leaf, i.e. directly for entity’s its own current position, and the leaves themselves are of course static and always in the same place.

Ostrich is such an OP problem solver

So the method described above has two potential problems:
The first problem is that even if A equals B, then, oddly enough, B is far from being always equal A. In other words, entity A can see entity B, but this does not mean that entity B see entity A, and, no, it’s not about one of them “looking” away. So why is this happening? Most often for two reasons:
The first reason is that one of the entities’ ORIGIN sit tight inside the wall and the Mod_PointInLeaf function for it points to the outer “zero” leaf from which EVERYTHING is visible (haven’t any of you ever flown around the map?). Meanwhile, no leaf inside the map can see outer leaf - these two features actually explain an interesting fact of an entire world geometry becoming visible and on the contrary, all objects disappearing when you fly outside the map. In regular mode, similar problems can occur for objects attached to the wall or recessed into the wall. For example, sometimes the sounds of a pressed button or opening door disappear because its current position went beyond the world borders. This phenomenon is fought by interchanging objects A and B or by obtaining alternative points for the position of an object, but all the same, it’s all not very reliable.

But lawyer said that you don't exist

In addition, as I said, there is another problem. It come from the fact that not every entity fits a single leaf. Only the player is so small that he can always be found in one leaf only (well, in the most extreme case - in two leaves on the border of water and air. This phenomenon is fought with various hacks btw), but some giant hentacle or on the contrary, an elevator made as a door entity, can easily occupy 30-40 leaves at a time. An attempt to check one leaf (for example, one where the center of the model is) will inevitably lead to a deplorable result: as soon as the center of an object will be out of the player’s visibility range, the entire object will disappear completely. The most common case is the notorious func_door used as an elevator. There is one in QUAKE on the E1M1. Observe: it travels halfway and then its ORIGIN is outside the map and therefore it must disappear from the player’s field of view. However, it does not go anywhere, right? Let us see in greater detail how this is done.
The simplest idea that comes to one’s mind: since the object occupies several leaves, we have to save them all somewhere in the structure of an object in the code and check them one by one. If at least one of these leaves is visible, then the whole object is visible (for example, it’s very tip). This is exactly what was implemented in QUAKE: a static array for 16 leaves and a simple recursive function SV_FindTouchedLeafs that looks for all the leaves in range hardcoded in "pev->absmins" and "pev->absmax" variables (pev i.e. a Pointer to EntVars_t table). absmins and absmax are recalculated each time SV_LinkEdict (or its more specific case of UTIL_SetOrigin) is called. Hence the quite logical conclusion that a simple change of ORIGIN without recalculating its visible leaf will take the object out of visibility sooner or later even if, surprisingly enough, it’s right in front of the player and the player should technically still be able to see it. Inb4 why one have to call UTIL_SetOrigin and wouldn’t it be easier to just assign new value to the "pev->origin" vector without calling this function. It wouldn’t.
With this method we can solve both former problems perfectly: we can fight the loss of visibility if the object's ORIGIN went beyond the world borders and level the difference of visibility for A->B versus visibility for B->A.

A secret life of monster_tripmine

Actually we’ve yet to encounter another problem, but it does not occur immediately. Remember, we’ve got an array of 16 leaves. But what if it won’t be enough? Thank God there are no beams in QUAKE and no very long elevators made as func_door either. For this exact reason. Because when the array is filled to capacity, the SV_FindTouchedLeafs function just stop and we can only hope that there won’t be that many cases when an object disappear right before our eyes. But in the original QUAKE, such cases may well be. In Half-Life, the situation is even worse - as you can remember there are rays that can reach for half the map, tripmine rays for example. In this case, a situation may occur when we see just the very tip of the ray. For most of these rays, 16 leaves are clearly not enough. Valve tried to remedy the situation by increasing the array to 48 leaves. That helped. On early maps. If you remember, at the very beginning of the game when the player has already got off the trailer, he enters that epic elevator that takes him down. The elevator is made as a door entity and it occupies 48 leaves exactly. Apparently, the final expansion of the array was based after its dimensions. Then the programmers realized that this isn’t really a solution, because no matter how much one would expand the array, it can still be lacking for something. So then they screwed up an alternative method for visibility check: a head branch (headnode) check. In short, this is still the same SV_FindTouchedLeafs but now it is called directly from the place of visibility check and with a subsequent transfer of visdata in there. In general, it is not used very often because it is slower than checking pre-accumulated leaves, that is, it is intended just for such non-standard cases like this one.
Well, and since, I hope, general picture of the clipping mechanism already beginning to take shape in your mind, I will finish the article in just a few words.
On the server, all objects that have already passed the visibility check are added to the network message containing information about visible objects. Thus, on the client, the list of visible entities is already cut off by PVS and we do not have to do this again and therefore a simple frustum check is enough. You ask, "why did we have to cut off invisible objects on the server when we could do this later when we are on the client already?" I reply: yes, we could, but now the objects cut off on the server didn’t get into the network message and saved us some traffic. And since the player still does not see them, what is the point of transferring them to the client just to check them for visibility after? This is a kind of double optimizing :)
© Uncle Mike 2012
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Wall Street Week Ahead for the trading week beginning March 9th, 2020

Good Saturday morning to all of you here on wallstreetbets. I hope everyone on this sub made out pretty nicely in the market this past week, and is ready for the new trading week and month ahead.
Here is everything you need to know to get you ready for the trading week beginning March 9th, 2020.

Wall Street braces for more market volatility as wild swings become the ‘new normal’ amid coronavirus - (Source)

The S&P 500 has never behaved like this, but Wall Street strategists say get used to it.
Investors just witnessed the equity benchmark swinging up or down 2% for four days straight in the face of the coronavirus panic.
In the index’s history dating back to 1927, this is the first time the S&P 500 had a week of alternating gains and losses of more than 2% from Monday through Thursday, according to Bespoke Investment Group. Daily swings like this over a two-week period were only seen at the peak of the financial crisis and in 2011 when U.S. sovereign debt got its first-ever downgrade, the firm said.
“The message to all investors is that they should expect this volatility to continue. This should be considered the new normal going forward,” said Mike Loewengart, managing director of investment strategy at E-Trade.
The Dow Jones Industrial Average jumped north of 1,000 points twice in the past week, only to erase the quadruple-digit gains in the subsequent sessions. The coronavirus outbreak kept investors on edge as global cases of the infections surpassed 100,000. It’s also spreading rapidly in the U.S. California has declared a state of emergency, while the number of cases in New York reached 33.
“Uncertainty breeds greater market volatility,” Keith Lerner, SunTrust’s chief market strategist, said in a note. “Much is still unknown about how severe and widespread the coronavirus will become. From a market perspective, what we are seeing is uncomfortable but somewhat typical after shock periods.”

More stimulus?

So far, the actions from global central banks and governments in response to the outbreak haven’t triggered a sustainable rebound.
The Federal Reserve’s first emergency rate cut since the financial crisis did little to calm investor anxiety. President Donald Trump on Friday signed a sweeping spending bill with an$8.3 billion packageto aid prevention efforts to produce a vaccine for the deadly disease, but stocks extended their heavy rout that day.
“The market is recognizing the global authorities are responding to this,” said Tom Essaye, founder of the Sevens Report. “If the market begins to worry they are not doing that sufficiently, then I think we are going to go down ugly. It is helping stocks hold up.”
Essaye said any further stimulus from China and a decent-sized fiscal package from Germany would be positive to the market, but he doesn’t expect the moves to create a huge rebound.
The fed funds future market is now pricing in the possibility of the U.S. central bank cutting by 75 basis points at its March 17-18 meeting.

Where is the bottom?

Many on Wall Street expect the market to fall further before recovering as the health crisis unfolds.
Binky Chadha, Deutsche Bank’s chief equity strategist, sees a bottom for the S&P 500 in the second quarter after stocks falling as much as 20% from their recent peak.
“The magnitude of the selloff in the S&P 500 so far has further to go; and in terms of duration, just two weeks in, it is much too early to declare this episode as being done,” Chadha said in a note. “We do view the impacts on macro and earnings growth as being relatively short-lived and the market eventually looking through them.”
Deutsche Bank maintained its year-end target of 3,250 for the S&P 500, which would represent a 10% gain from here and a flat return for 2020.
Strategists are also urging patience during this heightened volatility, cautioning against panic selling.
“It is during times like these that investors need to maintain a longer-term perspective and stick to their investment process rather than making knee-jerk, binary decisions,” Brian Belski, chief investment strategist at BMO Capital Markets, said in a note.

This past week saw the following moves in the S&P:

(CLICK HERE FOR THE FULL S&P TREE MAP FOR THE PAST WEEK!)

Major Indices for this past week:

(CLICK HERE FOR THE MAJOR INDICES FOR THE PAST WEEK!)

Major Futures Markets as of Friday's close:

(CLICK HERE FOR THE MAJOR FUTURES INDICES AS OF FRIDAY!)

Economic Calendar for the Week Ahead:

(CLICK HERE FOR THE FULL ECONOMIC CALENDAR FOR THE WEEK AHEAD!)

Sector Performance WTD, MTD, YTD:

(CLICK HERE FOR FRIDAY'S PERFORMANCE!)
(CLICK HERE FOR THE WEEK-TO-DATE PERFORMANCE!)
(CLICK HERE FOR THE MONTH-TO-DATE PERFORMANCE!)
(CLICK HERE FOR THE 3-MONTH PERFORMANCE!)
(CLICK HERE FOR THE YEAR-TO-DATE PERFORMANCE!)
(CLICK HERE FOR THE 52-WEEK PERFORMANCE!)

Percentage Changes for the Major Indices, WTD, MTD, QTD, YTD as of Friday's close:

(CLICK HERE FOR THE CHART!)

S&P Sectors for the Past Week:

(CLICK HERE FOR THE CHART!)

Major Indices Pullback/Correction Levels as of Friday's close:

(CLICK HERE FOR THE CHART!

Major Indices Rally Levels as of Friday's close:

(CLICK HERE FOR THE CHART!)

Most Anticipated Earnings Releases for this week:

(CLICK HERE FOR THE CHART!)

Here are the upcoming IPO's for this week:

(CLICK HERE FOR THE CHART!)

Friday's Stock Analyst Upgrades & Downgrades:

(CLICK HERE FOR THE CHART LINK #1!)
(CLICK HERE FOR THE CHART LINK #2!)
(CLICK HERE FOR THE CHART LINK #3!)

A "Run of the Mill" Drawdown

If you're like us, you've heard a lot of people reference the recent equity declines as a sign that the market is pricing in some sort of Armageddon in the US economy. While comments like that make for great soundbites, a little perspective is in order. Since the S&P 500's high on February 19th, the S&P 500 is down 12.8%. In the chart below, we show the S&P 500's annual maximum drawdown by year going back to 1928. In the entire history of the index, the median maximum drawdown from a YTD high is 13.05%. In other words, this year's decline is actually less than normal. Perhaps due to the fact that we have only seen one larger-than-average drawdown in the last eight years is why this one feels so bad.
The fact that the current decline has only been inline with the historical norm raises a number of questions. For example, if the market has already priced in the worst-case scenario, going out and adding some equity exposure would be a no brainer. However, if we're only in the midst of a 'normal' drawdown in the equity market as the coronavirus outbreak threatens to put the economy into a recession, one could argue that things for the stock market could get worse before they get better, especially when we know that the market can be prone to over-reaction in both directions. The fact is that nobody knows right now how this entire outbreak will play out. If it really is a black swan, the market definitely has further to fall and now would present a great opportunity to sell more equities. However, if it proves to be temporary and after a quarter or two resolves itself and the economy gets back on the path it was on at the start of the year, then the magnitude of the current decline is probably appropriate. As they say, that's what makes a market!
(CLICK HERE FOR THE CHART!)

Long-Term Treasuries Go Haywire

Take a good luck at today's moves in long-term US Treasury yields, because chances are you won't see moves of this magnitude again soon. Let's start with the yield on the 30-year US Treasury. Today's decline of 29 basis points in the yield will go down as the largest one-day decline in the yield on the 30-year since 2009. For some perspective, there have only been 25 other days since 1977 where the yield saw a larger one day decline.
(CLICK HERE FOR THE CHART!)
That doesn't even tell the whole story, though. As shown in the chart below, every other time the yield saw a sharper one-day decline, the actual yield of the 30-year was much higher, and in most other cases it was much, much higher.
(CLICK HERE FOR THE CHART!)
To show this another way, the percentage change in the yield on the 30-year has never been seen before, and it's not even close. Now, before the chart crime police come calling, we realize showing a percentage change of a percentage is not the most accurate representation, but we wanted to show this for illustrative purposes only.
(CLICK HERE FOR THE CHART!)
Finally, with long-term interest rates plummetting we wanted to provide an update on the performance of the Austrian 100-year bond. That's now back at record highs, begging the question, why is the US not flooding the market with long-term debt?
(CLICK HERE FOR THE CHART!)

It Doesn't Get Much Worse Than This For Crude Oil

Crude oil prices are down close to 10% today in what is shaping up to be the worst day for crude oil since late 2014. That's more than five years.
(CLICK HERE FOR THE CHART!)
Today's decline is pretty much a continuation of what has been a one-way trade for the commodity ever since the US drone strike on Iranian general Soleimani. The last time prices were this low was around Christmas 2018.
(CLICK HERE FOR THE CHART!)
With today's decline, crude oil is now off to its worst start to a year in a generation falling 32%. Since 1984, the only other year that was worse was 1986 when the year started out with a decline of 50% through March 6th. If you're looking for a bright spot, in 1986, prices rose 36% over the remainder of the year. The only other year where crude oil kicked off the year with a 30% decline was in 1991 after the first Iraq war. Over the remainder of that year, prices rose a more modest 5%.
(CLICK HERE FOR THE CHART!)

10-Year Treasury Yield Breaks Below 1%

Despite strong market gains on Wednesday, March 4, 2020, the on-the-run 10-year Treasury yield ended the day below 1% for the first time ever and has posted additional declines in real time, sitting at 0.92% intraday as this blog is being written. “The decline in yields has been remarkable,” said LPL Research Senior Market Strategist Ryan Detrick. “The 10-year Treasury yield has dipped below 1%, and today’s declines are likely to make the recent run lower the largest decline of the cycle.”
As shown in LPL Research’s chart of the day, the current decline in the 10-year Treasury yield without a meaningful reversal (defined as at least 0.75%) is approaching the decline seen in 2011 and 2012 and would need about another two months to be the longest decline in length of time. At the same time, no prior decline has lasted forever and a pattern of declines and increases has been normal.
(CLICK HERE FOR THE CHART!)
What are some things that can push the 10-year Treasury yield lower?
  • A shrinking but still sizable yield advantage over other developed market sovereign debt
  • Added stock volatility if downside risks to economic growth from the coronavirus increase
  • A larger potential premium over shorter-term yields if the Federal Reserve aggressively cuts interest rates
What are some things that can push the 10-year Treasury yield higher?
  • A second half economic rebound acting a catalyst for a Treasury sell-off
  • As yields move lower, investors may increasingly seek more attractive sources of income
  • Any dollar weakness could lead to some selling by international investors
  • Longer maturity Treasuries are looking like an increasingly crowded trade, potentially adding energy to any sell-off
On balance, our view remains that the prospect of an economic rebound over the second half points to the potential for interest rates moving higher. At the same time, we still see some advantage in the potential diversification benefits of intermediate maturity high-quality bonds, especially during periods of market stress. We continue to recommend that suitable investors consider keeping a bond portfolio’s sensitivity to changes in interest rates below that of the benchmark Bloomberg Barclays U.S. Aggregate Bond Index by emphasizing short to intermediate maturity bonds, but do not believe it’s time to pile into very short maturities despite the 10-year Treasury yield sitting at historically low levels.

U.S. Jobs Growth Marches On

While stock markets continue to be extremely volatile as they come to terms with how the coronavirus may affect global growth, the U.S. job market has remained remarkably robust. Continued U.S. jobs data resilience in the face of headwinds from the coronavirus outbreak may be a key factor in prolonging the expansion, given how important the strength of the U.S. consumer has been late into this expansion.
The U.S. Department of Labor today reported that U.S. nonfarm payroll data had a strong showing of 273,000 jobs added in February, topping the expectation of every Bloomberg-surveyed economist, with an additional upward revision of 85,000 additional jobs for December 2019 and January 2020. This has brought the current unemployment rate back to its 50-year low of 3.5%. So far, it appears it’s too soon for any effects of the coronavirus to have been felt in the jobs numbers. (Note: The survey takes place in the middle of each month.)
On Wednesday, ADP released its private payroll data (excluding government jobs), which increased by 183,000 in February, also handily beating market expectations. Most of these jobs were added in the service sector, with 44,000 added in the leisure and hospitality sector, and another 31,000 in trade/transportation/utilities. Both of these areas could be at risk of potential cutbacks if consumers start to avoid eating out or other leisure pursuits due to coronavirus fears.
As shown in the LPL Chart of the Day, payrolls remain strong, and any effects of the virus outbreaks most likely would be felt in coming months.
(CLICK HERE FOR THE CHART!)
“February’s jobs report shows the 113th straight month that the U.S. jobs market has grown,” said LPL Financial Senior Market Strategist Ryan Detrick. “That’s an incredible run and highlights how the U.S. consumer has become key to extending the expansion, especially given setbacks to global growth from the coronavirus outbreak.”
While there is bound to be some drag on future jobs data from the coronavirus-related slowdown, we would anticipate that the effects of this may be transitory. We believe economic fundamentals continue to suggest the possibility of a second-half-of-the–year economic rebound.

Down January & Down February: S&P 500 Posts Full-Year Gain Just 43.75% of Time

The combination of a down January and a down February has come about 17 times, including this year, going back to 1950. Rest of the year and full-year performance has taken a rather sizable hit following the previous 16 occurrences. March through December S&P 500 average performance drops to 2.32% compared to 7.69% in all years. Full-year performance is even worse with S&P 500 average turning to a loss of 4.91% compared to an average gain of 9.14% in all years. All hope for 2020 is not lost as seven of the 16 past down January and down February years did go on to log gains over the last 10 months and full year while six enjoyed double-digit gains from March to December.
(CLICK HERE FOR THE CHART!)

Take Caution After Emergency Rate Cut

Today’s big rally was an encouraging sign that the markets are becoming more comfortable with the public health, monetary and political handling of the situation. But the history of these “emergency” or “surprise” rate cuts by the Fed between meetings suggest some caution remains in order.
The table here shows that these surprise cuts between meetings have really only “worked” once in the past 20+ years. In 1998 when the Fed and the plunge protection team acted swiftly and in a coordinated manner to stave off the fallout from the financial crisis caused by the collapse of the Russian ruble and the highly leveraged Long Term Capital Management hedge fund markets responded well. This was not the case during the extended bear markets of 2001-2002 and 2007-2009.
Bottom line: if this is a short-term impact like the 1998 financial crisis the market should recover sooner rather than later. But if the economic impact of coronavirus virus is prolonged, the market is more likely to languish.
(CLICK HERE FOR THE CHART!)
Here are the most notable companies (tickers) reporting earnings in this upcoming trading week ahead-
  • $ADBE
  • $DKS
  • $AVGO
  • $THO
  • $ULTA
  • $WORK
  • $DG
  • $SFIX
  • $SOGO
  • $DOCU
  • $INO
  • $CLDR
  • $INSG
  • $SOHU
  • $BTAI
  • $ORCL
  • $HEAR
  • $NVAX
  • $ADDYY
  • $GPS
  • $AKBA
  • $PDD
  • $CYOU
  • $FNV
  • $MTNB
  • $NERV
  • $MTN
  • $BEST
  • $PRTY
  • $NINE
  • $AZUL
  • $UNFI
  • $PRPL
  • $VSLR
  • $KLZE
  • $ZUO
  • $DVAX
  • $EXPR
  • $VRA
  • $AXSM
  • $CDMO
  • $CASY
(CLICK HERE FOR NEXT WEEK'S MOST NOTABLE EARNINGS RELEASES!)
(CLICK HERE FOR NEXT WEEK'S HIGHEST VOLATILITY EARNINGS RELEASES!)
Below are some of the notable companies coming out with earnings releases this upcoming trading week ahead which includes the date/time of release & consensus estimates courtesy of Earnings Whispers:

Monday 3.9.20 Before Market Open:

(CLICK HERE FOR MONDAY'S PRE-MARKET EARNINGS TIME & ESTIMATES!)

Monday 3.9.20 After Market Close:

(CLICK HERE FOR MONDAY'S AFTER-MARKET EARNINGS TIME & ESTIMATES!)

Tuesday 3.10.20 Before Market Open:

(CLICK HERE FOR TUESDAY'S PRE-MARKET EARNINGS TIME & ESTIMATES!)

Tuesday 3.10.20 After Market Close:

(CLICK HERE FOR TUESDAY'S AFTER-MARKET EARNINGS TIME & ESTIMATES!)

Wednesday 3.11.20 Before Market Open:

(CLICK HERE FOR WEDNESDAY'S PRE-MARKET EARNINGS TIME & ESTIMATES!)

Wednesday 3.11.20 After Market Close:

(CLICK HERE FOR WEDNESDAY'S AFTER-MARKET EARNINGS TIME & ESTIMATES!)

Thursday 3.12.20 Before Market Open:

(CLICK HERE FOR THURSDAY'S PRE-MARKET EARNINGS TIME & ESTIMATES!)

Thursday 3.12.20 After Market Close:

(CLICK HERE FOR THURSDAY'S AFTER-MARKET EARNINGS TIME & ESTIMATES!)

Friday 3.13.20 Before Market Open:

(CLICK HERE FOR FRIDAY'S PRE-MARKET EARNINGS TIME & ESTIMATES!)

Friday 3.13.20 After Market Close:

([CLICK HERE FOR FRIDAY'S AFTER-MARKET EARNINGS TIME & ESTIMATES!]())
NONE.

Adobe Inc. $336.77

Adobe Inc. (ADBE) is confirmed to report earnings at approximately 4:05 PM ET on Thursday, March 12, 2020. The consensus earnings estimate is $2.23 per share on revenue of $3.04 billion and the Earnings Whisper ® number is $2.29 per share. Investor sentiment going into the company's earnings release has 81% expecting an earnings beat The company's guidance was for earnings of approximately $2.23 per share. Consensus estimates are for year-over-year earnings growth of 29.65% with revenue increasing by 16.88%. Short interest has decreased by 38.4% since the company's last earnings release while the stock has drifted higher by 7.2% from its open following the earnings release to be 10.9% above its 200 day moving average of $303.70. Overall earnings estimates have been revised higher since the company's last earnings release. On Monday, February 24, 2020 there was some notable buying of 1,109 contracts of the $400.00 call expiring on Friday, March 20, 2020. Option traders are pricing in a 9.3% move on earnings and the stock has averaged a 4.1% move in recent quarters.

(CLICK HERE FOR THE CHART!)

DICK'S Sporting Goods, Inc. $34.98

DICK'S Sporting Goods, Inc. (DKS) is confirmed to report earnings at approximately 7:30 AM ET on Tuesday, March 10, 2020. The consensus earnings estimate is $1.23 per share on revenue of $2.56 billion and the Earnings Whisper ® number is $1.28 per share. Investor sentiment going into the company's earnings release has 57% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 14.95% with revenue increasing by 2.73%. Short interest has decreased by 29.1% since the company's last earnings release while the stock has drifted lower by 20.3% from its open following the earnings release to be 12.0% below its 200 day moving average of $39.75. Overall earnings estimates have been revised higher since the company's last earnings release. On Wednesday, February 26, 2020 there was some notable buying of 848 contracts of the $39.00 put expiring on Friday, March 20, 2020. Option traders are pricing in a 14.4% move on earnings and the stock has averaged a 7.3% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Broadcom Limited $269.45

Broadcom Limited (AVGO) is confirmed to report earnings at approximately 4:15 PM ET on Thursday, March 12, 2020. The consensus earnings estimate is $5.34 per share on revenue of $5.93 billion and the Earnings Whisper ® number is $5.45 per share. Investor sentiment going into the company's earnings release has 83% expecting an earnings beat. Consensus estimates are for earnings to decline year-over-year by 5.65% with revenue increasing by 2.44%. Short interest has decreased by 15.6% since the company's last earnings release while the stock has drifted lower by 15.3% from its open following the earnings release to be 7.7% below its 200 day moving average of $291.95. Overall earnings estimates have been revised lower since the company's last earnings release. On Tuesday, February 25, 2020 there was some notable buying of 1,197 contracts of the $260.00 put expiring on Friday, April 17, 2020. Option traders are pricing in a 11.1% move on earnings and the stock has averaged a 4.9% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Thor Industries, Inc. $70.04

Thor Industries, Inc. (THO) is confirmed to report earnings at approximately 6:45 AM ET on Monday, March 9, 2020. The consensus earnings estimate is $0.76 per share on revenue of $1.79 billion and the Earnings Whisper ® number is $0.84 per share. Investor sentiment going into the company's earnings release has 62% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 16.92% with revenue increasing by 38.70%. Short interest has decreased by 12.9% since the company's last earnings release while the stock has drifted higher by 5.4% from its open following the earnings release to be 12.0% above its 200 day moving average of $62.53. Overall earnings estimates have been revised lower since the company's last earnings release. Option traders are pricing in a 6.3% move on earnings and the stock has averaged a 8.1% move in recent quarters.

(CLICK HERE FOR THE CHART!)

ULTA Beauty $256.58

ULTA Beauty (ULTA) is confirmed to report earnings at approximately 4:00 PM ET on Thursday, March 12, 2020. The consensus earnings estimate is $3.71 per share on revenue of $2.29 billion and the Earnings Whisper ® number is $3.75 per share. Investor sentiment going into the company's earnings release has 73% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 2.77% with revenue increasing by 7.78%. Short interest has increased by 8.7% since the company's last earnings release while the stock has drifted lower by 0.1% from its open following the earnings release to be 9.5% below its 200 day moving average of $283.43. Overall earnings estimates have been revised lower since the company's last earnings release. Option traders are pricing in a 15.3% move on earnings and the stock has averaged a 11.7% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Slack Technologies, Inc. $26.42

Slack Technologies, Inc. (WORK) is confirmed to report earnings at approximately 4:15 PM ET on Thursday, March 12, 2020. The consensus estimate is for a loss of $0.06 per share on revenue of $173.06 million and the Earnings Whisper ® number is ($0.04) per share. Investor sentiment going into the company's earnings release has 67% expecting an earnings beat The company's guidance was for a loss of $0.07 to $0.06 per share on revenue of $172.00 million to $174.00 million. Short interest has increased by 1.2% since the company's last earnings release while the stock has drifted higher by 19.0% from its open following the earnings release. Overall earnings estimates have been revised higher since the company's last earnings release. The stock has averaged a 4.3% move on earnings in recent quarters.

(CLICK HERE FOR THE CHART!)

Dollar General Corporation $158.38

Dollar General Corporation (DG) is confirmed to report earnings at approximately 6:55 AM ET on Thursday, March 12, 2020. The consensus earnings estimate is $2.02 per share on revenue of $7.15 billion and the Earnings Whisper ® number is $2.05 per share. Investor sentiment going into the company's earnings release has 76% expecting an earnings beat. Consensus estimates are for year-over-year earnings growth of 9.78% with revenue increasing by 7.52%. Short interest has increased by 16.2% since the company's last earnings release while the stock has drifted higher by 1.8% from its open following the earnings release to be 5.7% above its 200 day moving average of $149.88. Overall earnings estimates have been revised higher since the company's last earnings release. On Friday, February 28, 2020 there was some notable buying of 1,013 contracts of the $182.50 call expiring on Friday, March 20, 2020. Option traders are pricing in a 9.2% move on earnings and the stock has averaged a 5.7% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Stitch Fix, Inc. $22.78

Stitch Fix, Inc. (SFIX) is confirmed to report earnings at approximately 4:05 PM ET on Monday, March 9, 2020. The consensus earnings estimate is $0.06 per share on revenue of $452.96 million and the Earnings Whisper ® number is $0.09 per share. Investor sentiment going into the company's earnings release has 83% expecting an earnings beat The company's guidance was for revenue of $447.00 million to $455.00 million. Consensus estimates are for earnings to decline year-over-year by 50.00% with revenue increasing by 22.33%. Short interest has decreased by 4.6% since the company's last earnings release while the stock has drifted lower by 16.1% from its open following the earnings release to be 5.1% below its 200 day moving average of $24.01. Overall earnings estimates have been revised higher since the company's last earnings release. On Wednesday, February 19, 2020 there was some notable buying of 4,026 contracts of the $35.00 call expiring on Friday, June 19, 2020. Option traders are pricing in a 28.0% move on earnings and the stock has averaged a 15.2% move in recent quarters.

(CLICK HERE FOR THE CHART!)

Sogou Inc. $3.85

Sogou Inc. (SOGO) is confirmed to report earnings at approximately 4:00 AM ET on Monday, March 9, 2020. The consensus earnings estimate is $0.09 per share on revenue of $303.08 million and the Earnings Whisper ® number is $0.10 per share. Investor sentiment going into the company's earnings release has 58% expecting an earnings beat The company's guidance was for revenue of $290.00 million to $310.00 million. Consensus estimates are for year-over-year earnings growth of 28.57% with revenue increasing by 1.78%. Short interest has increased by 6.6% since the company's last earnings release while the stock has drifted lower by 27.8% from its open following the earnings release to be 15.7% below its 200 day moving average of $4.57. Overall earnings estimates have been revised lower since the company's last earnings release. The stock has averaged a 3.8% move on earnings in recent quarters.

(CLICK HERE FOR THE CHART!)

DocuSign $84.02

DocuSign (DOCU) is confirmed to report earnings at approximately 4:05 PM ET on Thursday, March 12, 2020. The consensus earnings estimate is $0.05 per share on revenue of $267.44 million and the Earnings Whisper ® number is $0.08 per share. Investor sentiment going into the company's earnings release has 81% expecting an earnings beat The company's guidance was for revenue of $263.00 million to $267.00 million. Consensus estimates are for year-over-year earnings growth of 600.00% with revenue increasing by 33.90%. Short interest has decreased by 37.7% since the company's last earnings release while the stock has drifted higher by 12.1% from its open following the earnings release to be 31.9% above its 200 day moving average of $63.71. Overall earnings estimates have been revised higher since the company's last earnings release. On Wednesday, March 4, 2020 there was some notable buying of 1,698 contracts of the $87.50 call expiring on Friday, March 20, 2020. Option traders are pricing in a 8.5% move on earnings and the stock has averaged a 10.0% move in recent quarters.

(CLICK HERE FOR THE CHART!)

DISCUSS!

What are you all watching for in this upcoming trading week?
I hope you all have a wonderful weekend and a great trading week ahead wallstreetbets.
submitted by bigbear0083 to wallstreetbets [link] [comments]

Invisible Object Culling In Quake Related Engines (REVISED)

Prologue
Despite all these great achievements in video cards development and the sworn assurances of developers about drawing 2 to 3 million polygons on screen without a significant FPS drop, it’s not all that rosy in reality. It depends on methods of rendering, on the number of involved textures and on the complexity and number of involved shaders. So even if all this really does ultimately lead to high performance, it only happens in the demos that developerss themselves kindly offer. In these demos, some "spherical dragons in vacuum" made of a good hundred thousand polygons are drawn very quickly indeed. However, the real ingame situation for some reason never looks like this funny dragon from a demo, and as a result many comrades abandon the development of their "Crysis killer" as soon as they can render a single room with a couple of light sources, because for some reason FPS in this room fluctuate around 40-60 even on their 8800GTS and upon creating second room it drops to a whopping 20. Of course with problems like this, it would be incorrect to say how things aren’t that bad and how the trouble of such developers are purely in their absence of correctly implemented culling, and how it is time for them to read this article. But for those who have already overcome “the first room syndrome" and tried to draw – inferior though, but, anyway - the world, this problem really is relevant.
However, it should be borne in mind that QUAKE, written in ancient times, was designed for levels of a “corridor" kind exclusively; therefore methods of clipping discussed in this article are not applicable to landscapes, such as ones from STALKER or Crysis, since completely different methods work there, whose analysis is beyond the scope of this article. Meanwhile we’ll talk about the classic corridor approach to mapping and the effective clipping of invisible surfaces, as well as clipping of entire objects.

The paper tree of baloon leaves

As you probably know, QUAKE uses BSP, Binary Spacing Partition tree. This is a space indexing algorithm, and BSP itself doesn’t care if the space is open or closed, it doesn’t even care if the map is sealed, it can be anything. BSP implies the division of a three-dimensional object into a certain number of secant planes called "the branches" or "the nodes" and volumetric areas or rooms called "the leaves". The names are confusing as you can see. In QUAKE / QUAKE2 the branches usually contain information about the surfaces that this branch contain, and the leaves are an empty space, not filled with nothing. Although sometimes leaves may contain water for example (in a form of a variable that indicates, specifically, that we’ve got water in this leaf). Also, the leaf contains a pointer to the data of potential visibility (Potentially Visible Set, PVS) and a list of all surfaces that are marked as being visible from this leaf. Actually the approach itself implies that we are able to draw our world however we prefer, either using leaves only or using branches only. This is especially noticeable in different versions of QUAKE: for example, in QUAKE1 in a leaf we just mark our surfaces as visible and then we also sequentially go through all the surfaces visible from a particular branch, assembling chains of surfaces to draw them later. But in QUAKE3, we can accumulate visible surfaces no sooner than we’ll get into the leaf itself.
In QUAKE and QUAKE2, all surfaces must lie on the node, which is why the BSP tree grows rather quickly, but in exchange this makes it possible to trace these surfaces by simply moving around the tree, not wasting time to check each surface separately, which affects the speed of the tracer positively. Because of this, unique surface is linked to each node (the original surface is divided into several if necessary) so in the nodes we always have what is known to be visible beforehand, and therefore we can perform a recursive search on the tree using the BBox pyramid of frustum as a direction of our movement along the BSP tree (SV_RecursiveWorldNode function).
In QUAKE3, the tree was simplified and it tries to avoid geometry cuts as much as possible (a BSP tree is not even obliged to cut geometry, such cuts are but a matter of optimality of such a tree). And surfaces in QUAKE3 do not lie on the node because patches and triangle models lie there instead. But what happens would they be put on the node nevertheless, you can see on the example of "The Edge Of Forever" map that I compiled recently for an experimental version of Xash. Turns out, in places that had a couple thousand visible nodes and leaves in the original, there are almost 170 thousand of them with a new tree. And this is the result after all the preliminary optimizations, otherwise it could have been even more, he-he. Yeah, so... For this reason, the tree in QUAKE3 does not put anything on the node and we certainly do need to get into the leaf, mark visible surfaces in it and add them to the rendering list. On the contrary, in QUAKE / QUAKE2 going deep down to the leaf itself is not necessary.
Invisible polygon cutoff (we are talking about world polys, separate game objects will be discussed a bit later) is based on two methods:
The first method is to use bit-vectors of visibility (so-called PVS - Potential Visible Set). The second method is regular frustum culling which actually got nothing to do with BSP but works just as efficiently, for a certain number of conditions of course. Bottom line: together these two methods provide almost perfect clipping of invisible polygons, drawing a very small visible piece out of the vast world. Let's take a closer look at PVS and how it works.

When FIDO users get drunk

Underlying idea of PVS is to expose the fact that one leaf is visible from another. For BSP alone it’s basically impossible because leaves from completely different branches can be visible at the same time and you will never find a way to identify the pattern for leafs from different branches seeing each other - it simply doesn’t exist. Therefore, the compiler has to puff for us, manually checking the visibility of all leaves from all leaves. Information about visibility in this case is scanty: one Boolean variable with possible values 0 and 1. 0 means that leaf is not visible and 1 means that leaf is visible. It is easy to guess that for each leaf there is a unique set of such Boolean variables the size of the total number of leaves on the map. So a set like this but for all the leaves will take an order of magnitude more space: the number of leaves multiplied by the number of leaves and multiplied by the size of our variable in which we will store information of visibility (0 \ 1).
And the number of leaves, as you can easily guess, is determined by map size map and by the compiler, which upon reaching a certain map size, cease to divide the world into leaves and treat resulting node as a leaf. Leaf size vary for different QUAKE. For example, in QUAKE1 leaves are very small. For example I can tell you that the compiler divide standard boxmap in QUAKE1 into as many as four leaves meanwhile in QUAKE3 similar boxmap takes only one leaf. But we digress.
Let's estimate the size of our future PVS file. Suppose we have an average map and it has a couple thousand leaves. Would we imagine that the information about the leaf visibility is stored in a variable of char type (1 byte) then the size of visdata for this level would be, no more no less, almost 4 megabytes. That is, much AF. Of course an average modern developer would shrug and pack the final result into zip archive but back in 1995 end users had modest machines, their memory was low and therefore visdata was packed in “more different” ways. The first step in optimizing is about storing data not in bytes, but in bits. It is easy to guess that such approach reduce final result as much as 8 times and what's typical AF – does it without any resource-intensive algorithms like Huffman trees. Although in exchange, such approach somewhat worsened code usability and readability. Why am I writing this? Due to many developers’ lack of understanding for conditions in code like this:
if ( pvs [ leafnum >> 3 ] & ( 1 << ( leafnum & 7 ) ) ) { } 
Actually, this condition implement simple, beautiful and elegant access to the desired bit in the array (as one can recall, addressing less than one byte is impossible and you can only work with them via bit operations)

Titans that keep the globe spinning

The visible part of the world is cut off in the same fashion: we find the current leaf where the player is located (in QUAKE this is implemented by the Mod_PointInLeaf function) then we get a pointer to visdata for the current leaf (for our convenience, it is linked directly to the leaf in the form of "compressed_vis" pointer) and then stupidly go through all the leaves and branches of the map and check them for being visible from our leaf (this can be seen in the R_MarkLeaves function). As long as some leaves turn out to be visible from the current leaf we assign them a unique number from "r_visframecount" sequence which increases by one every frame. Thus, we emphasize that this leaf is visible when we build the current frame. In the next frame, "r_framecount" is incremented by one and all the leaves are considered invisible again. As one can understand, this is much more convenient and much faster than revisiting all the leaves at the end of each frame and zeroing their "visible" variable. I drew attention to this feature because this mechanism also bothers some and they don’t understand how it works.
The R_RecursiveWorldNode function “walk” along leaves and branches marked this way. It cuts off obviously invisible leaves and accumulate a list of surfaces from visible ones. Of course the first check is done for the equivalence of r_visframecount and visframe for the node in question. Then the branch undergoes frustum pyramid check and if this check fails then we don’t climb further along this branch. Having stumbled upon a leaf, we mark all its surfaces visible the same way, assigning the current r_framecount value to the visframe variable (in the future this will help us to determine quickly whether a certain surface is visible in the current frame). Then, using a simple function, we determine which side we are from the plane of our branch (each branch has its own plane, literally called “plane” in the code) and, again, for now, we just take all surfaces linked to this branch and add them to the drawing chain (so-called “texturechain”), although nobody can actually stop us from drawing them immediately, right there, (in QUAKE1 source code one can see both options) having previously checked these surfaces for clipping with the frustum pyramid, or at least having made sure that the surface faces us.
In QUAKE, each surface has a special flag SURF_PLANEBACK which help us determine the orientation of the surface. But in QUAKE3 there is no such flag anymore, and clipping of invisible surfaces is not as efficient, sending twice as many surfaces for rendering. However, their total number after performing all the checks is not that great. However, whatever one may say, adding this check to Xash3D raised average FPS almost one and half times in comparison to original Half-Life. This is on the matter whether it is beneficial. But we digress.
So after chaining and drawing visible surfaces, we call R_RecursiveWorldNode again but now - for the second of two root branches of BSP tree. Just in case. Because the visible surfaces, too, may well be there. When the recursion ends, the result will either be a whole rendered world, or chains of visible surfaces at least. This is what can actually be sent for rendering with OpenGL or Direct3D, well, if we did not draw our world right in the R_RecursiveWorldNode function of course. Actually this method with minor upgrades successfully used in all three QUAKEs.

A naked man is in a wardrobe because he's waiting for a tram

One of the upgrades is utilization of the so-called areaportals. This is another optimization method coming straight out of QUAKE2. The point of using areaportals is about game logic being able to turn the visibility of an entire sectors on and off at its discretion. Technically, this is achieved as follows: the world is divided into zones similar to the usual partitioning along the BSP tree, however, there can’t be more than 256 of them (later I will explain why) and they are not connected in any way.
Regular visibility is determined just like in QUAKE; however, by installing a special “func_areaportal” entity we can force the compiler to split an area in two. This mechanism operates on approximately the same principle as the algorithm of searching for holes in the map, so you won’t deceive the compiler by putting func_areaportal in a bare field - the compiler will simply ignore it. Although if you make areaportal the size of the cross-section of this field (to the skybox in all directions) in spite of everything the zones will be divided. We can observe this technique in Half-Life 2 where an attempt to return to old places (with cheats for example) shows us disconnected areaportals and a brief transition through the void from one zone to another. Actually, this mechanism helped Half-Life 2 simulate large spaces successfully and still use BSP level structure (I have already said that BSP, its visibility check algorithm to be precise, is not very suitable for open spaces).
So installed areaportal forcibly breaks one zone into two, and the rest of the zoneization is at the discretion of the compiler, which at the same time makes sure not to exceed 256 zones limit, so their sizes can be completely different. Well, I repeat, it depends on the overall size of the map. Our areaportal is connected to some door dividing these two zones. When the door is closed - it turns areaportal off and the zones are separated from each other. Therefore, if the player is not in the cut off zone, then rendering it is not worth it. In QUAKE, we’d have to do a bunch of checks and it’s possible that we could only cut off a fraction of the number of polygons (after all, the door itself is not an obstacle for either visibility check, or even more so, nor it is for frustum). Compare to case in point: one command is issued - and the whole room is excluded from visibility. “Not bad,” you’d say, “but how would the renderer find out? After all, we performed all our operations on the server and the client does not know anything about it.” And here we go back to the question why there can’t be more than 256 zones.
The point is, information about all of zone visibility is, likewise, packaged in bit flags (like PVS) and transmitted to the client in a network message. Dividing 256 bits by 8 makes 32 bytes, which generally isn’t that much. In addition, the tail of this information can be cut off at ease if it contains zeroes only. Though the payback for such an optimization would appear as an extra byte that will have to be transmitted over the network to indicate the actual size of the message about the visibility of our zones. But, in general, this approach justified.

Light_environment traces enter from the back

Source Engine turned out to have a terrible bug which makes the whole areaportal thing nearly meaningless. Numerous problems arise because of it: water breaks down into segments that pop in, well, you should be familiar with all this by now. Areaportal cuts the geometry unpredictably, like an ordinary secant plane, but its whole point is being predictable! Whereas areaportal brushes in Source Engine have absolutely no priority in splitting the map. It should be like this: first, the tree is cut the regular way. And when no suitable planes left, the final secant plane of areaportal is used. This is the only way to cut the sectors correctly.

Modern problems

The second optimization method, as I said, is increased size of the final leaf akin to QUAKE3. It is believed that a video card would draw a certain amount of polygons much faster than the CPU would check whether they are visible. This come from the very concept of visibility check: if visibility check takes longer than direct rendering, then well, to hell with this check. The controversy of this approach is determined by a wide range of video cards present at the hands of the end users, and it is strongly determined by the surging fashion for laptops and netbooks in which a video card is a very conditional and very weak concept (don’t even consider its claimed Shader Model 3 support). Therefore, for desktop gaming machines it would be more efficient to draw more at a time, but for weak video cards of laptops traditional culling will remain more reliable. Even if it is such a simple culling as I described earlier.

Decompression sickness simulator

Although I should also mention the principles of frustum culling, perhaps they are incomprehensible to some. Cutoff by frustum pyramid is actually pure mathematics without any compiler calculations. From the current direction of the player’s gaze, a clipping pyramid is built (the tip of the pyramid – in case someone can’t understand - is oriented towards the player’s point of view and its base is oriented in the direction of player’s view). The angle between the walls of the pyramid can be sharp or blunt - as you probably guessed already, it depends on the player's FOV. In addition, the player can forcefully pull the far wall of the pyramid closer to himself (yes, this is the notorious “MaxRange” parameter in the “worldspawn” menu of the map editor). Of course, OpenGL also builds a similar pyramid for its internal needs when it takes information from the projection matrix but we’re talking local pyramid now. The finished pyramid consists of 4-6 planes (QUAKE uses only 4 planes and trusts OpenGL to independently cut far and near polygons, but if you write your own renderer and intend to support mirrors and portals you will definitely need all six planes). Well, the frustum test itself is an elementary check for a presence of AA-box (AABB, Axis Aligned Bounding Box) in the frustum pyramid. Or speaking more correctly, this is a check for their intersection. Let me remind you that each branch has its own dimensions (a fragment of secant plane bound by neighboring perpendicular secant planes) which are checked for intersection. But unfortunately the frustum test has one fundamental drawback - it cannot cut what is directly in the player’s view. We can adjust the cutoff distance, we can even make that “ear feint” like they do in QFusion where final zFar value is calculated in each frame before rendering and then taken into account in entity clipping, but after all, whatever they say, the value itself was obtained from PVS-information. Therefore, neither of two methods can replace the other but they just complement each other. This should be remembered.

I gotta lay off the pills I'm taking

It seems that we figured out the rendering of the world and now we are moving on smoothly to cutting off moving objects... which are all the visible objects in the world! Even ones that, at te first glance, stand still and aren’t planning to move anywhere. Cause the player moves! From one point he still sees a certain static object, and from another point, of course, he no longer does. This detail should also be considered.
Actually, at the beginning of this article I already spoke in detail about an algorithm of objects’ visibility check: first we find the visible leaf for the player, then we find the visible leaf for the entity and then we check by visdata whether they see each other. I, too, would like to clarify (if someone suddenly does not understand) how each moving entity is given the number of its current visible leaf, i.e. directly for entity’s its own current position, and the leaves themselves are of course static and always in the same place.

Ostrich is such an OP problem solver

So the method described above has two potential problems:
The first problem is that even if A equals B, then, oddly enough, B is far from being always equal A. In other words, entity A can see entity B, but this does not mean that entity B see entity A, and, no, it’s not about one of them “looking” away. So why is this happening? Most often for two reasons:
The first reason is that one of the entities’ ORIGIN sit tight inside the wall and the Mod_PointInLeaf function for it points to the outer “zero” leaf from which EVERYTHING is visible (haven’t any of you ever flown around the map?). Meanwhile, no leaf inside the map can see outer leaf - these two features actually explain an interesting fact of an entire world geometry becoming visible and on the contrary, all objects disappearing when you fly outside the map. In regular mode, similar problems can occur for objects attached to the wall or recessed into the wall. For example, sometimes the sounds of a pressed button or opening door disappear because its current position went beyond the world borders. This phenomenon is fought by interchanging objects A and B or by obtaining alternative points for the position of an object, but all the same, it’s all not very reliable.

But lawyer said that you don't exist

In addition, as I said, there is another problem. It come from the fact that not every entity fits a single leaf. Only the player is so small that he can always be found in one leaf only (well, in the most extreme case - in two leaves on the border of water and air. This phenomenon is fought with various hacks btw), but some giant hentacle or on the contrary, an elevator made as a door entity, can easily occupy 30-40 leaves at a time. An attempt to check one leaf (for example, one where the center of the model is) will inevitably lead to a deplorable result: as soon as the center of an object will be out of the player’s visibility range, the entire object will disappear completely. The most common case is the notorious func_door used as an elevator. There is one in QUAKE on the E1M1. Observe: it travels halfway and then its ORIGIN is outside the map and therefore it must disappear from the player’s field of view. However, it does not go anywhere, right? Let us see in greater detail how this is done.
The simplest idea that comes to one’s mind: since the object occupies several leaves, we have to save them all somewhere in the structure of an object in the code and check them one by one. If at least one of these leaves is visible, then the whole object is visible (for example, it’s very tip). This is exactly what was implemented in QUAKE: a static array for 16 leaves and a simple recursive function SV_FindTouchedLeafs that looks for all the leaves in range hardcoded in "pev->absmins" and "pev->absmax" variables (pev i.e. a Pointer to EntVars_t table). absmins and absmax are recalculated each time SV_LinkEdict (or its more specific case of UTIL_SetOrigin) is called. Hence the quite logical conclusion that a simple change of ORIGIN without recalculating its visible leaf will take the object out of visibility sooner or later even if, surprisingly enough, it’s right in front of the player and the player should technically still be able to see it. Inb4 why one have to call UTIL_SetOrigin and wouldn’t it be easier to just assign new value to the "pev->origin" vector without calling this function. It wouldn’t.
With this method we can solve both former problems perfectly: we can fight the loss of visibility if the object's ORIGIN went beyond the world borders and level the difference of visibility for A->B versus visibility for B->A.

A secret life of monster_tripmine

Actually we’ve yet to encounter another problem, but it does not occur immediately. Remember, we’ve got an array of 16 leaves. But what if it won’t be enough? Thank God there are no beams in QUAKE and no very long elevators made as func_door either. For this exact reason. Because when the array is filled to capacity, the SV_FindTouchedLeafs function just stop and we can only hope that there won’t be that many cases when an object disappear right before our eyes. But in the original QUAKE, such cases may well be. In Half-Life, the situation is even worse - as you can remember there are rays that can reach for half the map, tripmine rays for example. In this case, a situation may occur when we see just the very tip of the ray. For most of these rays, 16 leaves are clearly not enough. Valve tried to remedy the situation by increasing the array to 48 leaves. That helped. On early maps. If you remember, at the very beginning of the game when the player has already got off the trailer, he enters that epic elevator that takes him down. The elevator is made as a door entity and it occupies 48 leaves exactly. Apparently, the final expansion of the array was based after its dimensions. Then the programmers realized that this isn’t really a solution, because no matter how much one would expand the array, it can still be lacking for something. So then they screwed up an alternative method for visibility check: a head branch (headnode) check. In short, this is still the same SV_FindTouchedLeafs but now it is called directly from the place of visibility check and with a subsequent transfer of visdata in there. In general, it is not used very often because it is slower than checking pre-accumulated leaves, that is, it is intended just for such non-standard cases like this one.
Well, and since, I hope, general picture of the clipping mechanism already beginning to take shape in your mind, I will finish the article in just a few words.
On the server, all objects that have already passed the visibility check are added to the network message containing information about visible objects. Thus, on the client, the list of visible entities is already cut off by PVS and we do not have to do this again and therefore a simple frustum check is enough. You ask, "why did we have to cut off invisible objects on the server when we could do this later when we are on the client already?" I reply: yes, we could, but now the objects cut off on the server didn’t get into the network message and saved us some traffic. And since the player still does not see them, what is the point of transferring them to the client just to check them for visibility after? This is a kind of double optimizing :)
© Uncle Mike 2012
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