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	<title>Gamer24H | Sophie Bailey | Activity</title>
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	<lastBuildDate>Sat, 24 Oct 2026 11:45:53 +0000</lastBuildDate>
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				<title>Sophie Bailey started the topic Lag Compensation Algorithms and Historical Hitbox Rewind: Fundamental Mechanics and Deep Mathematical Modeling in the forum Sim Racing &#038; Driving Mechanics</title>
				<link>https://gamer24h.com/forum/topic/lag-compensation-algorithms-and-historical-hitbox-rewind-fundamental-mechanics-and-deep-mathematical-modeling/</link>
				<pubDate>Wed, 21 Oct 2026 02:04:36 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been deep-diving into how servers actually resolve hits when we&#8217;re playing across ping boundaries, and I want to understand the mechanics underneath the gameplay, not just the feel. Specifically: when the server maintains a ring buf&hellip;</p>
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				<title>Sophie Bailey replied to the topic Minecraft - Redstone, Shaders &#038; Technical Builds in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/mesh-shaders-and-primitive-shaders-replacing-fixed-function-vertex-pipelines-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Thu, 15 Oct 2026 20:38:52 +0000</pubDate>

									<content:encoded><![CDATA[<p>Mesh and primitive shaders fundamentally restructure how geometry gets fed to the rasterizer. Instead of the old fixed-function vertex stage + optional geometry shader doing per-vertex CPU-side submission, a mesh shader runs as a dispatchable workgr&hellip;</p>
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