query: Real Time Reflections in the BGE
positive_passages.docid: 147626
positive_passages.text: How can I create a mirror material for the game engine?
negative_passages.docid: 83535
negative_passages.text: Real-time symmetrical modeling with distinct objects in Blender
negative_passages.docid: 56339
negative_passages.text: How could I do simple per-fragment lighting on BSP geometries?
negative_passages.docid: 154670
negative_passages.text: What boundary conditions in a wave simulation would avoid reflections?
negative_passages.docid: 74650
negative_passages.text: Monitoring progress of long calculations
negative_passages.docid: 25760
negative_passages.text: Simulating pod racing over a 2D map : am I implementing OOP in a GO-like fashion?
negative_passages.docid: 28505
negative_passages.text: How to simulate the true reflective movement of a particle bouncing around in an ellipse?
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negative_passages.text: How to see object from multiple perspectives in real time
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negative_passages.text: Cycles material node set-up for diffuse, specular, reflection/refraction, normal and illumination/emission map
negative_passages.docid: 149406
negative_passages.text: Reversible and Quasi-static processes
negative_passages.docid: 129395
negative_passages.text: How to create reflective puddles from noise texture?
negative_passages.docid: 100447
negative_passages.text: Animated Wave propagation using split operator method
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negative_passages.text: Visualizing the 4th dimension.
negative_passages.docid: 3100
negative_passages.text: Fire Adaptive Domain rendering like a solid cube
negative_passages.docid: 61455
negative_passages.text: Narrow-phase collision detection algorithms
negative_passages.docid: 56996
negative_passages.text: Bouncing ball simulation computer science