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	<title>ピラミッド研究所</title>
	<link>http://www.pyramid-inc.net/lab</link>
	<description>Pyramid Labs</description>
	<pubDate>Wed, 25 Jun 2008 09:22:54 +0900</pubDate>
	<generator>http://wordpress.org/?v=ME2.2.3</generator>
	<language>ja</language>
			<item>
		<title>バケット同期(Bucket Synchronization)の日本語訳</title>
		<link>http://www.pyramid-inc.net/lab/archives/125</link>
		<comments>http://www.pyramid-inc.net/lab/archives/125#comments</comments>
		<pubDate>Wed, 25 Jun 2008 18:22:54 +0900</pubDate>
		<dc:creator>takushima</dc:creator>
		
		<category><![CDATA[Japanese]]></category>

		<guid isPermaLink="false">http://www.pyramid-inc.net/lab/archives/125</guid>
		<description><![CDATA[翻訳記事もみっつ目になりました。
]]></description>
			<content:encoded><![CDATA[<p>翻訳記事もみっつ目になりました。</p>
<p> <a href="http://www.pyramid-inc.net/lab/archives/125#more-125" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.pyramid-inc.net/lab/archives/125/feed</wfw:commentRss>
		</item>
		<item>
		<title>Bucket Synchronization</title>
		<link>http://www.pyramid-inc.net/lab/archives/121</link>
		<comments>http://www.pyramid-inc.net/lab/archives/121#comments</comments>
		<pubDate>Wed, 04 Jun 2008 19:04:45 +0900</pubDate>
		<dc:creator>brian</dc:creator>
		
		<category><![CDATA[English]]></category>

		<guid isPermaLink="false">http://www.pyramid-inc.net/lab/archives/121</guid>
		<description><![CDATA[A while ago a VRML 3d network game called MiMaze was released.  What made it different from other network games was it&#8217;s fully distributed (p2p) network architecture.
Distributed architectures have advantages such as scalability, no central point of failure, and lower latency because there is no central server.
Since there is no central server in distributed [...]]]></description>
			<content:encoded><![CDATA[<p>A while ago a <a href="http://en.wikipedia.org/wiki/VRML">VRML</a> 3d network game called <a href="http://www-sop.inria.fr/rodeo/MiMaze/">MiMaze</a> was released.  What made it different from other network games was it&#8217;s fully distributed (p2p) network architecture.</p>
<p>Distributed architectures have advantages such as scalability, no central point of failure, and lower latency because there is no central server.</p>
<p>Since there is no central server in distributed architectures each client must maintain a game world that is consistent with all other players sharing that world.  The problem with that is the world can easily become desynchronized because events from other players arrive out of order. This can be caused from lag, latency or many other reasons.<br />
 <a href="http://www.pyramid-inc.net/lab/archives/121#more-121" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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		<item>
		<title>関心領域フィルタ(Area of Interest Filter)の日本語訳</title>
		<link>http://www.pyramid-inc.net/lab/archives/120</link>
		<comments>http://www.pyramid-inc.net/lab/archives/120#comments</comments>
		<pubDate>Tue, 20 May 2008 16:25:42 +0900</pubDate>
		<dc:creator>takushima</dc:creator>
		
		<category><![CDATA[Japanese]]></category>

		<guid isPermaLink="false">http://www.pyramid-inc.net/lab/archives/120</guid>
		<description><![CDATA[こんにちは。今回も前回に引き続き、英文記事Area of Interest Filterの日本語訳です。
今日は関心領域フィルタ（Area of Interest Filter）を使って、サーバとクライアントで送受信されるネットワークパケットを減らすための実装を説明します。
]]></description>
			<content:encoded><![CDATA[<p>こんにちは。今回も前回に引き続き、英文記事<a href="http://www.pyramid-inc.net/lab/archives/117">Area of Interest Filter</a>の日本語訳です。</p>
<p>今日は関心領域フィルタ（Area of Interest Filter）を使って、サーバとクライアントで送受信されるネットワークパケットを減らすための実装を説明します。</p>
<p> <a href="http://www.pyramid-inc.net/lab/archives/120#more-120" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>局所知覚フィルタ（Local Perception Filters）の日本語訳</title>
		<link>http://www.pyramid-inc.net/lab/archives/118</link>
		<comments>http://www.pyramid-inc.net/lab/archives/118#comments</comments>
		<pubDate>Wed, 07 May 2008 21:42:34 +0900</pubDate>
		<dc:creator>takushima</dc:creator>
		
		<category><![CDATA[Japanese]]></category>

		<guid isPermaLink="false">http://www.pyramid-inc.net/lab/archives/118</guid>
		<description><![CDATA[こんにちは。今回は以前このブログに英文で掲載されたLocal Perception Filtersの日本語訳です。また訳しつつ元記事に誤り（申し訳ない）を見つけましたのでその修正も含んでいます。
]]></description>
			<content:encoded><![CDATA[<p>こんにちは。今回は以前このブログに英文で掲載された<a href="http://www.pyramid-inc.net/lab/archives/114">Local Perception Filters</a>の日本語訳です。また訳しつつ元記事に誤り（申し訳ない）を見つけましたのでその修正も含んでいます。</p>
<p> <a href="http://www.pyramid-inc.net/lab/archives/118#more-118" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Area of Interest Filter</title>
		<link>http://www.pyramid-inc.net/lab/archives/117</link>
		<comments>http://www.pyramid-inc.net/lab/archives/117#comments</comments>
		<pubDate>Thu, 17 Apr 2008 13:00:47 +0900</pubDate>
		<dc:creator>brian</dc:creator>
		
		<category><![CDATA[ActionScript]]></category>

		<category><![CDATA[English]]></category>

		<guid isPermaLink="false">http://www.pyramid-inc.net/lab/archives/117</guid>
		<description><![CDATA[Today I&#8217;m going show you one implementation for reducing network packets sent to and from the server and clients using an Area of Interest Filter.
]]></description>
			<content:encoded><![CDATA[<p>Today I&#8217;m going show you one implementation for reducing network packets sent to and from the server and clients using an <em>Area of Interest Filter</em>.</p>
<p> <a href="http://www.pyramid-inc.net/lab/archives/117#more-117" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.pyramid-inc.net/lab/archives/117/feed</wfw:commentRss>
		</item>
		<item>
		<title>Local Perception Filters</title>
		<link>http://www.pyramid-inc.net/lab/archives/114</link>
		<comments>http://www.pyramid-inc.net/lab/archives/114#comments</comments>
		<pubDate>Thu, 03 Apr 2008 18:26:18 +0900</pubDate>
		<dc:creator>brian</dc:creator>
		
		<category><![CDATA[ActionScript]]></category>

		<category><![CDATA[English]]></category>

		<guid isPermaLink="false">http://www.pyramid-inc.net/lab/archives/114</guid>
		<description><![CDATA[Local Perception Filters
In this article I&#8217;m gonna go over a specialized method for reducing the visual artifacts caused by lag and latency.  This method is called &#8220;Local Perception Filters&#8221;.  The concept behind this method is to slow down or speed up time so the visual differences between networked computers are not noticable.
]]></description>
			<content:encoded><![CDATA[<p>Local Perception Filters</p>
<p>In this article I&#8217;m gonna go over a specialized method for reducing the visual artifacts caused by lag and latency.  This method is called &#8220;Local Perception Filters&#8221;.  The concept behind this method is to slow down or speed up time so the visual differences between networked computers are not noticable.</p>
<p> <a href="http://www.pyramid-inc.net/lab/archives/114#more-114" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.pyramid-inc.net/lab/archives/114/feed</wfw:commentRss>
		</item>
		<item>
		<title>2007年3月28日のHALLOHALLOアップデート</title>
		<link>http://www.pyramid-inc.net/lab/archives/113</link>
		<comments>http://www.pyramid-inc.net/lab/archives/113#comments</comments>
		<pubDate>Tue, 01 Apr 2008 11:34:51 +0900</pubDate>
		<dc:creator>takushima</dc:creator>
		
		<category><![CDATA[HALLOHALLO]]></category>

		<guid isPermaLink="false">http://www.pyramid-inc.net/lab/archives/113</guid>
		<description><![CDATA[先日、HALLOHALLOをアップデートしました。目に見えて分かる違いは次の一件だけですが、お知らせしておきます。

object／embedによる埋め込みを使うようにした　（ブラウザキャッシュが有効になります）

なお、このアップデートの主目]]></description>
			<content:encoded><![CDATA[<p>先日、HALLOHALLOをアップデートしました。目に見えて分かる違いは次の一件だけですが、お知らせしておきます。</p>
<ul>
<li>object／embedによる埋め込みを使うようにした　（ブラウザキャッシュが有効になります）</li>
</ul>
<p>なお、このアップデートの主目的は開発・運用環境の変更でした。具体的には次のようなものです。</p>
<ul>
<li>Amazon EC2 サーバイメージの交換</li>
<li>開発環境の仮想化</li>
<li>ウェブサービスの実装にPHPではなくJetty + Wicketを使うようになった</li>
</ul>
<p>それでは。</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pyramid-inc.net/lab/archives/113/feed</wfw:commentRss>
		</item>
		<item>
		<title>Asynchronous Multiplayer</title>
		<link>http://www.pyramid-inc.net/lab/archives/111</link>
		<comments>http://www.pyramid-inc.net/lab/archives/111#comments</comments>
		<pubDate>Tue, 18 Mar 2008 18:29:23 +0900</pubDate>
		<dc:creator>brian</dc:creator>
		
		<category><![CDATA[English]]></category>

		<guid isPermaLink="false">http://www.pyramid-inc.net/lab/archives/111</guid>
		<description><![CDATA[Today,  I want to take a break from coding and talk about asynchronous multiplayer games and what separates them from normal MMO games.
]]></description>
			<content:encoded><![CDATA[<p>Today,  I want to take a break from coding and talk about asynchronous multiplayer games and what separates them from normal MMO games.</p>
<p> <a href="http://www.pyramid-inc.net/lab/archives/111#more-111" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Client Side Prediction (Rewind and Replay)</title>
		<link>http://www.pyramid-inc.net/lab/archives/108</link>
		<comments>http://www.pyramid-inc.net/lab/archives/108#comments</comments>
		<pubDate>Tue, 11 Mar 2008 21:15:48 +0900</pubDate>
		<dc:creator>takushima</dc:creator>
		
		<category><![CDATA[Japanese]]></category>

		<guid isPermaLink="false">http://www.pyramid-inc.net/lab/archives/108</guid>
		<description><![CDATA[      こんにちは。
今回はFPSで主流の(主流だった?)ネットコード(client side predictionとrewind and replay)を実装してみました。Processingシリーズ第2弾です。
]]></description>
			<content:encoded><![CDATA[<p>      こんにちは。</p>
<p>今回はFPSで主流の(主流だった?)ネットコード(client side predictionとrewind and replay)を実装してみました。Processingシリーズ第2弾です。</p>
<p> <a href="http://www.pyramid-inc.net/lab/archives/108#more-108" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.pyramid-inc.net/lab/archives/108/feed</wfw:commentRss>
		</item>
		<item>
		<title>Flashing Your Chat Application Part 2</title>
		<link>http://www.pyramid-inc.net/lab/archives/106</link>
		<comments>http://www.pyramid-inc.net/lab/archives/106#comments</comments>
		<pubDate>Wed, 27 Feb 2008 17:06:51 +0900</pubDate>
		<dc:creator>brian</dc:creator>
		
		<category><![CDATA[ActionScript]]></category>

		<category><![CDATA[Threerings]]></category>

		<category><![CDATA[English]]></category>

		<guid isPermaLink="false">http://www.pyramid-inc.net/lab/archives/106</guid>
		<description><![CDATA[While writing up the second part of this article I thought that a straight port of the chat application would be a bit boring.  I decided that I should try to add something closer to a real world application.  Originally my new plan was to create a database which would store user information [...]]]></description>
			<content:encoded><![CDATA[<p>While writing up the second part of this article I thought that a straight port of the chat application would be a bit boring.  I decided that I should try to add something closer to a real world application.  Originally my new plan was to create a database which would store user information for logging into the chat application.  The problem with that idea was that it would require you to setup a web server, DB and some kind of server side scripting language.  This often causes a large headache so I decided that I would fore-go installing new software and use the OOO server to connect to and serve data from the DB.  To keep it simple I decided to use a embedded DB called H2.  I also mentioned we wouldn&#8217;t require any changes to the server but now that we want to use a DB we have to add in more server code.</p>
<p> <a href="http://www.pyramid-inc.net/lab/archives/106#more-106" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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