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Domain > www.infinitefunspace.org
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More information on this domain is in
AlienVault OTX
Is this malicious?
Yes
No
DNS Resolutions
Date
IP Address
2015-03-27
74.220.219.63
(
ClassC
)
2024-10-30
162.241.218.208
(
ClassC
)
Port 80
HTTP/1.1 200 OKDate: Mon, 30 Sep 2024 05:16:11 GMTServer: ApacheUpgrade: h2,h2cConnection: UpgradeLast-Modified: Wed, 28 May 2003 18:32:47 GMTAccept-Ranges: bytesContent-Length: 2156Vary: Accept-Encod !DOCTYPE HTML PUBLIC -//W3C//DTD HTML 4.01 Transitional//EN>html> head> title>Infinite Fun Space/title> /head> body bgcolor#ffe4c4> center>h1>Infinite Fun Space/h1>/center> blockquote> img srcimages/t-rivers.png width200 height150 alignright> Large scale virtual worlds can require vast amounts of data both to describe their shape and appearance and to fill them with interesting content. This data must typically be authored by artists and programmers, placing great demands on time and space to create and store it. At runtime, the data must be loaded, sorted through and filtered to present the user with a compelling experience that does not overwhelm the computing and rendering resources available. Distributed systems, such as massively multi-player on-line games, have the additional bottleneck of needing to fetch the data from remote servers./p> b>Infinite Fun Space/b> explores a number of techniques for enabling large scale virtual worlds including on-the-fly procedural generation of the world and its content, hierarchical level-of-detail management of the world data, and plausible emulation of object behaviors through event-based simulation./p> ul> li>minimize per-frame tests through predictive, deferred event-based object simulation/li> li>use plausible emulation of low priority behaviors to eliminate events/li> li>compute i>n/i>-body interaction between objects of widely varying sizes using the hierarchy of nested offset grids/li> li>on-the-fly, context sensitive procedural terrain generation/li> li>efficient terrain tessellation/li> /ul> /blockquote> hr> address>a hrefmailto:scd+web@dollins.org>Steven C. Dollins/a>/address>!-- Created: Sun Jan 12 23:16:49 PST 2003 -->!-- hhmts start -->Last modified: Wed May 28 11:32:47 PDT 2003!-- hhmts end --> /body>/html>
Port 443
HTTP/1.1 200 OKDate: Mon, 30 Sep 2024 05:16:11 GMTServer: ApacheUpgrade: h2,h2cConnection: UpgradeLast-Modified: Wed, 28 May 2003 18:32:47 GMTAccept-Ranges: bytesContent-Length: 2156Vary: Accept-Encod !DOCTYPE HTML PUBLIC -//W3C//DTD HTML 4.01 Transitional//EN>html> head> title>Infinite Fun Space/title> /head> body bgcolor#ffe4c4> center>h1>Infinite Fun Space/h1>/center> blockquote> img srcimages/t-rivers.png width200 height150 alignright> Large scale virtual worlds can require vast amounts of data both to describe their shape and appearance and to fill them with interesting content. This data must typically be authored by artists and programmers, placing great demands on time and space to create and store it. At runtime, the data must be loaded, sorted through and filtered to present the user with a compelling experience that does not overwhelm the computing and rendering resources available. Distributed systems, such as massively multi-player on-line games, have the additional bottleneck of needing to fetch the data from remote servers./p> b>Infinite Fun Space/b> explores a number of techniques for enabling large scale virtual worlds including on-the-fly procedural generation of the world and its content, hierarchical level-of-detail management of the world data, and plausible emulation of object behaviors through event-based simulation./p> ul> li>minimize per-frame tests through predictive, deferred event-based object simulation/li> li>use plausible emulation of low priority behaviors to eliminate events/li> li>compute i>n/i>-body interaction between objects of widely varying sizes using the hierarchy of nested offset grids/li> li>on-the-fly, context sensitive procedural terrain generation/li> li>efficient terrain tessellation/li> /ul> /blockquote> hr> address>a hrefmailto:scd+web@dollins.org>Steven C. Dollins/a>/address>!-- Created: Sun Jan 12 23:16:49 PST 2003 -->!-- hhmts start -->Last modified: Wed May 28 11:32:47 PDT 2003!-- hhmts end --> /body>/html>
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