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submitted by ludicrouseyewit to SmoothRV [link] [comments]

Hey motherfuckers, what's up ?

sitbomm here with another MASTER PIECE full of good shit Let's get started on this shit ASAP cuz i have no time to waste and i want to make this shit as short and straight to the point as possible this will be the HOLYGRAIL of making BIG fucking money just trading binary options online, ok ?! i want to tell you that i will teach you the strategies with REAL MONEY ACCOUNTS EXAMPLES, not bullshit DEMO ACCOUNTS but REAL MONEY ACCOUNTS exactly like on my VIDEO PROOFS too that i included on these folder where you got this guide where you can see myself making $3950 USD and more within FEW MINUTES on a fucking REAL MONEY ACCOUNTS LIVE in front of you, ok guys ?! so all the EXAMPLE images that will be shown here are all from REAL MONEY ACCOUNTS and REAL WON TRADES and REAL FUCKING MONEY made by myself ! so let's get started ! First of all guys i want to share with you the BEST and my FAVORITE BROKERS starting by my FAVORITE ONE now... their only problem is that they don't accept USA customers but that is not a problem cuz i have a way to teach you guys if you are from USA, to sign up with them and use them even though you NOT on USA
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submitted by sitbomm to wallstreetbets [link] [comments]

ASIC Regulation Thread - Regarding the proposed changes ( Australians effected the most )

I'm hopeless at formatting text, so if you think you can structure this post better take everything i write and put it into an easy to digest way. I'm just going to type out everything i know in text as fast as possible. I'm not a legal expert, I'm not somehow who understands every bit of information in the PDF's below, but i know I'm a retail trader that uses leverage to make profit which is why I'm posting this, in the hope that someone who can run a charge better than me, will.
Some of you are already aware of what might be happening, this is just a post to educate retail traders on changes that might be coming to certain brokers. This effects Australian Customers the most, but also effects those living in other countries that use Australian brokers, such as Pepperstone and others.
Last year in August 2019, ASIC ( Australian Securities and Investments Commission ) was concerned about retail traders going into Forex and Binary options without understanding these instruments properly and started sticking their noses in for tough regulation.
ASIC asked brokers and anyone with interest in the industry to write to them and explain what should and should not change from the changes they proposed, some of the proposed changes are very misguided and come from a lack of understanding exactly how OTC derivatives actually work.
I will provide the link to the paper further down so you can read it yourself and i will provide a link to all the submission made by all parties that sent submissions to ASIC, however the 2 main points of debate are:
1, To reduce the overall leverage available to retail traders to either 20:1 or 30:1. This means people who currently use leverage such as 100:1 to 500:1 and everything in between will be effected the most, even more so are those traders with relatively small accounts, meaning in order to get your foot in the door to trading you will need more capital for it to be viable.
^^ This point above is very important.
2, The removing of Binary options trading, which basically includes products like "Bet if gold will rise to this price in the next 30 seconds" This sort of stuff. So far from all the submissions from brokers and individuals nobody really cares if this changes as far as i know, though if you have concerns about this i would start voicing your disapproval. Though i would not waste your time here, all is pointing to this being eradicated completely with brokers also supporting the changes, I've never used such a product and know very little about them.
^^ This point above isn't very important and will probably be enforced in the future.
Still to this day i see retail traders not understanding leverage, they think of it as "dangerous and scary", it's not, position size is the real danger, not leverage. So ASIC is aiming to limit retail traders access to high leverage, they are claiming it is a way to protect traders who don't really understand what they are getting into by attacking leverage and not the real problem which is position size relative to your capital.
If it was truly about protecting retail traders from blowing up their accounts, they would look for ways to educate traders on "understanding position sizes and why it's important" rather than attacking leverage, but their goal is misguided or has an ulterior motive . I will give you a small example below.
EXAMPLE - We will use 2 demo accounts for demonstration purposes. If you don't understand my example, i suggest you try it for yourself. - Skip if not interested in examples.
Lets say we open 2 demo accounts with $1000 in both, one with 20:1 leverage and one with 500:1 leverage and we open an identical position on both accounts ( say a micro lot '0.01' on EURUSD ). You are safer on the 500:1 account as you don't need to put up as much margin as collateral as you would on the 20:1. If the trade we just opened goes against us and continues against us, the account with 20:1 leverage will run out of free margin a lot faster than the 500:1 account. In this simple example is shows you that leverage is not dangerous but safer and gives you a lot more breathing room. This trade was a small micro lot, so it would take hundreds of pips movements to get margin called and blow up that $1000 on each account. Lets now use a different position size to truly understand why retail traders blow up accounts and is the reason why trading can be dangerous.
This time instead of opening a micro lot of '0.01' on our $1000 dollar demo accounts, lets open a position size much larger, 5 lots. Remember we only have $1000 and we are about to open a position much larger relative to our capital ( which we should never do because we can't afford to do that ) the 20:1 probably wont even let you place that trade if you don't have enough margin as collateral or if you could open the position you would have a very tiny amount of free margin left over, meaning a small pip movement against you will instantly blow up your $1000 account. On the 500:1 account you wouldn't need to put up as much margin as collateral with more free margin if the trade goes bad, but again a small movement could blow up your account. In this example, both accounts were dangerous because the lack of understanding position sizes, opening a position you can't afford to open. This is what the true danger is, not the leverage.
Even in the second example, the higher leverage would "margin call" you out later. So i would go as far to say that lower leverage is more dangerous for you because it margin calls you out faster and just by having a lower leverage doesn't stop you from opening big positions that can blow you up in a 5 pip movement anymore, any leverage size is dangerous if you're opening positions you can't afford to open. This is also taking into consideration that no risk management is being used, with risk management higher leverage is even more powerful.
ASIC believes lowering leverage will stop people opening positions that they can't afford. When the reality is no matter how much capital you have $500, $1000, $5000, $50,000, $500,000, $5,000,000. You don't open position sizes that will blow that capital up completely with small movements. The same thing can happen on a 20:1 or 500:1 account.
Leverage is a tool, use it, if your on a lower leverage already such as 20:1, 30:1 it means your country has been regulated and you already have harder trading conditions. Just remember higher leverage allows you to open larger position sizes in total for the amount of money you own, but the issue is NOT that your using the higher leverage but because you are opening positions you can't afford, for what ever reason that is, the only fix for this is education and will not be fixed by simply lowing leverage, since you can just as easy blow up your account on low leverage just as fast or if not faster.
So what is going on?
There might ( get your tinfoil hats on ) be more that is involved here, deeper than you think, other agendas to try and stop small time retail traders from making money via OTC products, theories such as governments not wanting their citizens to be traders, rather would prefer you to get out there and work a 9 to 5 instead. Effective ways to do this would be making conditions harder with a much larger barrier of entry and the best way to increase the barrier of entry for retail traders is to limit leverage, lower leverage means you need to put up more money, less breathing room for trades, lower potential. They are limiting your upside potential and the downside stays the same, a blown account is a blow account.
Think of leverage as a weapon, a person wielding a butchers knife can probably destroy a person wielding a steak knife, but both knifes can prove fatal. They want to make sure your holding the butter knife then tell you to butcher a cow with it. 30:1 leverage is still workable and can still be profitable, but not as profitable as 500:1 accounts. This is why they are allowing professionals to use high leverage, this gives them another edge over successful retail traders who will still be trying to butcher a cow with a butter knife, while they are slaying limbs off the cow with machetes.
It's a way to hamstring you and keep you away rather than trying to "protect" you. The real danger is not leverage, they are barking up the wrong tree, how convenient to be barking up the very tree most retail traders don't fully understand ( leverage) , pass legislation to make trading conditions harder and at the same time push the narrative that trading is dangerous by making it even harder. A full circle strategy to make your trading conditions worse, so you don't succeed.
Listen carefully especially if you trade with any of the brokers that have provided their submissions to ASIC. Brokers want to seem like they are on your side and so far some of the submissions ( i haven't read them all ) have brokers willing to drop their leverage down to 30:1 because they know by dropping the leverage down it will start margin calling out their clients at a much faster rate, causing more blown up accounts / abandoned accounts with residual margin called funds, but they also know that if they make trading environments too hard less people will trade or even worse move their funds elsewhere offshore to unregulated brokers that offer higher leverage.
Right now it's all just a proposal, but as governments expand and continue to gain more control over it's citizens, it's just a matter of time till it's law, it's up to you to be vocal about it, let your broker know that if they drop their leverage, you're out, force them to fight for you.
If you have any more information related to this, or have anything to add, post below. I'm not an expert at this technical law talk, i know that i do well with 500:1 leverage and turn profits with it, it would be harder for me to do on a lower leverage, this is the reason for my post.
All related documents HERE
CP-322 ( Consultation paper 322 ) & Submissions from brokers and others.
https://asic.gov.au/regulatory-resources/find-a-document/consultation-papers/cp-322-product-intervention-otc-binary-options-and-cfds/
submitted by southpaw_destroyer to Forex [link] [comments]

Attention, my name is Vihaan Khatri.

My name is Vihaan Khatri, I’m 28 years old and I live in Kolkata. A week ago I bought a new Bentley, as it’s six months since I worked at the car wash and barely had enough to feed my family.
Now I’m going to tell you how a casual meeting changed my life and gave me the chance to earn $2000 a day. I’ll tell you a little about myself. Poverty – that’s how I would describe my whole life. My parents lived in poverty, I never went to university. After finishing school, I went to work at a car wash.
When I was young, my salary was sufficient for me. But when I got married and my daughter was born, I started getting into serious financial problems and permanent debt. What to do – I had no idea; the debts were mounting but I couldn’t quit the job because it was my only source of income..
One afternoon a new BMW drove into the car wash. A young man stepped out of the car, he looked to be around 18 to 19. I was always amazed how young people could earn so much money. I said to myself quietly: “What do you have to do to drive a car like that?” But he heard me and laughed. “Binary options” – he said and went away.
Those two words changed my life forever. When I got home, I sat down at the computer and started looking for some mentions of binary options. And so, a month passed: during the day I would work at the car wash, and by night I would read dozens of forums to understand how to use binary options. I found the Olymp Trade web page and registered on there for free.
They let me open a demo account for $10,000 using virtual money, as well as providing free instructions. This helped me a lot in the beginning, when I still didn’t know how to work with binary options and I didn’t want to invest my own money. On the Olymp Trade web page, all the calculations are done in US dollars I received the payments in US dollars as well. After two or three weeks, there was $10,000 in my account. The only problem was that this was only some algorithms on the screen, I couldn’t actually withdraw any cash.
That was when I decided to invest $100 in my account. I don’t trust some of the Internet web pages, so I didn’t want to risk too much. That night I didn’t sleep much – I traded all night, then I went to work. And guess what? That night I earned $153! All day at work, all I could think of was binary options. As soon as I got back home, I sat down at the computer, but tiredness got the better of me. That night I didn’t trade much – I earned just $33 and went to sleep. I remember those days well, the only thing that mattered to me was binary options – I would arrive home and start trading right away. After a week, my account had $1220 in it!!! I know, it’s not a huge amount, but this was only the beginning; I didn’t dare trade using large sums of money. I thought I’d better checkout the web page, so I sent a transfer of all my money ($1220) to a card. An hour later, I received a telephone message saying that the money was in my card! I was happy.
After that, I invested $500 in my account and started dealing more boldly. After two weeks I had earned $10,000, and within a month I had left work. After that, I paid of all my debts and for the first time in my life, I took a vacation with my family to rest. This didn’t stop me trading though, because to earn money, all I needed was a laptop, or a mobile phone with Internet access.
When we returned home, I bought myself BENTLEY and decided to write this blog just for you – workers like I was, who are fed up of working every day from morning until night, for a measly wage. Remember that life wasn’t given to us for that. Register now, and be sure to complete the instruction course in the demo account without risking losing real money. Nowadays, I don’t see any real way to earn money while sitting at the computer or telephone, except binary options. After buying the BENTLEY, there was still $27,183 left over in my account. My goal was to earn $300,000 by the summer and buy a house for my beloved family. Good luck everyone, and thank you for your attention.
submitted by makes-me-wonder to copypasta [link] [comments]

Attention. I am Vihaan Khatri

My name is Vihaan Khatri, I’m 28 years old and I live in Kolkata. A week ago I bought a new Bentley, as it’s six months since I worked at the car wash and barely had enough to feed my family.
Now I’m going to tell you how a casual meeting changed my life and gave me the chance to earn $2000 a day. I’ll tell you a little about myself. Poverty – that’s how I would describe my whole life. My parents lived in poverty, I never went to university. After finishing school, I went to work at a car wash.
When I was young, my salary was sufficient for me. But when I got married and my daughter was born, I started getting into serious financial problems and permanent debt. What to do – I had no idea; the debts were mounting but I couldn’t quit the job because it was my only source of income..
One afternoon a new BMW drove into the car wash. A young man stepped out of the car, he looked to be around 18 to 19. I was always amazed how young people could earn so much money. I said to myself quietly: “What do you have to do to drive a car like that?” But he heard me and laughed. “Binary options” – he said and went away.
Those two words changed my life forever. When I got home, I sat down at the computer and started looking for some mentions of binary options. And so, a month passed: during the day I would work at the car wash, and by night I would read dozens of forums to understand how to use binary options. I found the Olymp Trade web page and registered on there for free.
They let me open a demo account for $10,000 using virtual money, as well as providing free instructions. This helped me a lot in the beginning, when I still didn’t know how to work with binary options and I didn’t want to invest my own money.
On the Olymp Trade web page, all the calculations are done in US dollars I received the payments in US dollars as well. After two or three weeks, there was $10,000 in my account. The only problem was that this was only some algorithms on the screen, I couldn’t actually withdraw any cash.
That was when I decided to invest $100 in my account. I don’t trust some of the Internet web pages, so I didn’t want to risk too much. That night I didn’t sleep much – I traded all night, then I went to work. And guess what? That night I earned $153! All day at work, all I could think of was binary options. As soon as I got back home, I sat down at the computer, but tiredness got the better of me. That night I didn’t trade much – I earned just $33 and went to sleep. I remember those days well, the only thing that mattered to me was binary options – I would arrive home and start trading right away. After a week, my account had $1220 in it!!!
I know, it’s not a huge amount, but this was only the beginning; I didn’t dare trade using large sums of money. I thought I’d better checkout the web page, so I sent a transfer of all my money ($1220) to a card. An hour later, I received a telephone message saying that the money was in my card! I was happy.
After that, I invested $500 in my account and started dealing more boldly. After two weeks I had earned $10,000, and within a month I had left work. After that, I paid of all my debts and for the first time in my life, I took a vacation with my family to rest. This didn’t stop me trading though, because to earn money, all I needed was a laptop, or a mobile phone with Internet access.
When we returned home, I bought myself BENTLEY and decided to write this blog just for you – workers like I was, who are fed up of working every day from morning until night, for a measly wage.
Remember that life wasn’t given to us for that. Register now, and be sure to complete the instruction course in the demo account without risking losing real money. Nowadays, I don’t see any real way to earn money while sitting at the computer or telephone, except binary options. After buying the BENTLEY, there was still $27,183 left over in my account. My goal was to earn $300,000 by the summer and buy a house for my beloved family.
Good luck everyone, and thank you for your attention.
submitted by makes-me-wonder to copypasta [link] [comments]

VfxAlert signals and candlestick patterns

VfxAlert signals and candlestick patterns
All how to make on binary options strategies should take into account all market analysis options. You cannot make a decision on only one instrument, even if these are candlestick analysis patterns.
Let's start with trend signals, see examples of vfxAlert binary signals.
Currency pair GBP/USD and a strong signal on PUT-option signal. Let's look at the price chart - confirmation by the "Three Method" candlestick pattern and you can open an option with an expiration of 5-10 minutes.

https://preview.redd.it/gwn6hg5fs8p51.png?width=1100&format=png&auto=webp&s=f67cae8d8fde0e38a27318f8eadea0e2c3cad495
The signal appeared at the intersection of the moving average ("MA" on the signal panel). Traders see this. The option opens on a reversal, but then there are also candlestick patterns, and new PUT-signals with the “MA” label open the next options with a large volume.
The next signal on the CCI indicator shows the dynamics of the current trend. Created for the stock market, where trends are long and easier to find. On Forex, volatility is higher and there may be strong corrections and pullbacks that "break" the indicator. In the figure, binary options trading signals is confirmed by a strong candle pattern – the price goes towards the gap and you can open a CALL-option.
Reversal real binary options signals vfxAlert.
More reliable than trendy ones, beginners should start with them. It is easier to see and understand: "Bulling engulfing" pattern, which means the "bulls" managed to shift the balance of power to themselves and start an uptend on EUR / GBP. The vfxAlert signal confirms this by technical analysis of the RSI indicator.

https://preview.redd.it/gpikbe6js8p51.png?width=1100&format=png&auto=webp&s=8581ebe0a59f665b78891996f23d95c289972250
Doji candlestick appeared on EUUSD. In candlestick analysis, this is the strongest reversal pattern. The vfxAlert binary options signal according to Parabolic SAR trend confirms the beginning of the downtrend. After one candlestick, the trend started you can open the PUT-option.
The trader looks at «Power» value first, the market may be sideways, and candlestick patterns are false:

https://preview.redd.it/efwtnupms8p51.png?width=1100&format=png&auto=webp&s=1170e6526704d44ec1a0ee936de5797f41e61d31
We always start testing combination "vfxAlert live binary signals + candlestick patterns" on a demo account. You only receive recommendations and must make sure that they fit your strategy, trading session and trading style.
submitted by vfxAlert to u/vfxAlert [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
submitted by crystallize1 to HalfLife [link] [comments]

Cryptosoft Review 2020-Is it a Scam?

Cryptosoft Review 2020-Is it a Scam?

Most f the reviews we tend to have come back across reveal that the Cryptp soft platform is easy to
Their client service is very efficient. We did a live check and confirmed that they respond at intervals a moment. Moreover, they are available 24/7.
The Cryptp soft app is secure. They need all the mandatory measures in place to make sure data privacy.
The Cryptp soft System is considered by several among the most effective robots within the market nowadays. We have a tendency to realize this robot to perform virtually the same with Bitcoin Rush, another top bitcoin robot. Read the review of Bitcoin Rush for more data?
Cryptp soft registration method is straightforward, easy, and secure. You only want but 10 minutes to form an account and begin trading. Cryptp soft is a absolutely auto bot and is so accessible to everyone.

https://preview.redd.it/giu6kclgfnn51.jpg?width=1280&format=pjpg&auto=webp&s=f605d84ba2174f831ca825dbaffddf061b3a55b5
You do not want to perceive trading lingo to use Immediate Edge. The following steps can get you started with this robot.
STEP ONE: Fill the Signup type

Visit the Cryptp soft home page and register your name, phone number, and email in the provided kind. You will be asked to verify your phone variety via a text code and email through a link. CryptoVibes will ascertain that the Cryptp soft registration process is secure.

Their web site is SSL secured to confirm that hackers cannot steal personal information submitted through it. Cryptp soft cyber safety policy states that they're GDPR adherent. This suggests that they handle your knowledge with strict privacy.
STEP TWO: Get matched with a broker

The Cryptp soft Software then matches you with one in every of their partner brokers. The role of the broker is to receive deposits and facilitate transactions. We have a tendency to have determined that Cryptp soft only partners with regulated brokers.

With a regulated broker, they guarantee that your cash is safe. Reputable regulators such as the FCA, FSB, ASIC, and CySEC need brokers to segregate deposits and submit periodic reports on deposit usage.
You wold like a deposit of a minimum of $250 to trade with Immediate Edge. Do not confuse this quantity with the value of the robot. Cryptp soft does not need any license fee. The house owners of this robot build money by charging a small commission on the profits generated through the app
Deposits with Cryptp soft should be created through Wire Transfer, Visa, and MasterCard. It takes a few seconds for a deposit to reflect in an exceedingly trader’s account. Cryptp soft does not charge any deposit fees.
The Cryptp soft does provide a demo account to help traders familiarize themselves with its web-trader. CryptoVibes recommends that you are doing demo trading before going to live to trade. Please note that the demo is for demonstrative purposes solely.
The results you receive on the platform are primarily based on historical information and could therefore not mirror what you'll get in live trading.
The Cryptp soft live trader comes with features to help you outline the amount of risk you are willing to require per trade. You wish to go through the demo account to familiarize with these features. As mentioned severally in this review, you do not want specialized skills to use this robot.
Live trading with Cryptp soft involves determining the quantity of capital you plan to risk per trade and clicking the live button. Scan our review of Bitcoin Trader for one more straightforward to use the robot.
*Remember all trading risks and you shouldn’t risk more then you'll be able to afford to lose.
How to get the most out of Cryptp soft App
We have identified the following tips as paramount in guaranteeing that you make the most of Immediate Edge.
Begin with a deposit of $250 – Given the level of risk involved in trading with Immediate Edge, you should start with a tiny investment.
Follow crypto market news – You need to determine the type of reports that drives volatility high and capitalize on them. Cryptp soft claims to form the foremost profits throughout high market volatility.
Trade for eight hours per day – In keeping with Immediate Edge, trading for at least eight hours per day can help maximize profits. Cryptp soft is entirely auto, and hence you'll be able to leave the robot running as you continue together with your daily errands. You are doing not want more than twenty minutes per day to observe your account.
Close trading sessions at the tip of the day – Leaving open positions overnight is doubtless to translate to losses since the markets can change considerably overnight. It is better to shut sessions even if in the negative and start trading again the subsequent day. With a correct risk management strategy, there is no would like to fret concerning periodic losses.
Following our review we tend to realize Cryptp soft to be legit. But, traders ought to take additional caution, provided that this bot comes at a degree of risk. Whereas the app claims it's potential to form profits of up to 50percent per day, you'll be able to additionally lose the complete deposit inside seconds. This is often not sudden for a high-frequency trading robot.
We recommend that you just apply the required risk management measures. As a rule of thumb don't risk more than 10percent of your trading capital per trade. Also, never trade with an amount you cannot afford to lose. It is prudent to start small and add cash as you get conversant with the various features on the platform.
Recently, a brand new trading software was added to the bitcoin investment trade. This software is termed Cryptp soft and it is allegedly created by a corporation or organization called the International Council for Bitcoin.
There is additionally a letter out there on their web site that has been signed by someone named David. This person claims to own earned over 1,000,000 as a results of investing in bitcoins. What’s very shocking concerning this letter is that David claims to have earned that huge quantity in just one trade. If we have a tendency to place it in simple words, David became a millionaire overnight.
We tend to highly doubt that a trading system that has been launched recently will have such potential. To verify the main points of this software and to determine its legitimacy, we have a tendency to conducted our own research and investigation.
Cryptp soft is a bitcoin trading software that’s meant to assist newbie traders get involved in Cryptocurrency trading with less risk than ancient investment opportunities. Cryptp soft software was created by The International Council For Bitcoin who is PRO Bitcoin trader Group behind the Cryptp soft software. Notice out all concerning Cryptp soft software by The International Council For Bitcoin.
Cryptp soft Software may be a nice development by a famous, well established and experienced bitcoin trader Investors with a viewpoint to enable traders to perform different tasks with ease and convenience.

https://preview.redd.it/uuh85yghfnn51.png?width=1238&format=png&auto=webp&s=d0558e6e123114b6624d5a724b3b9b5983e717e1
Cryptp soft Software is essentially a Binary choices trading software that is designed to assist traders win and predict the Binary options trend of their respective choices. Cryptp soft APP works as a code to urge financial success, shows traders how they'll make money on-line, helps them to find different ways in which to induce huge returns on their investment. The Cryptp soft Trading Software additionally provides analyses of Market conditions so that traders will recognize what ought to be their next step. Cryptp soft System gives secret cryptocurrency ways that ultimately help binary traders to create thousands of greenbacks solely for some bucks.
Several individuals can say that Cryptocurrency Trading may be a risky business and tend to remain faraway from it. But from my expertise, high volatility means HIGH RETURN OF INVESTMENT in Crypto Market. But this can be where the Cryptp soft comes into play, the mathematical algorithm used by Cryptp soft Software takes the guesswork out choosing a winning profitable trade. You don’t must be an expert. Like I said earlier, I actually have personally tested the Cryptp soft and found the success rate is about ninety sevenpercent. I don’t apprehend concerning you, but a ninety seven% probability of earning a profitable trade is TERRIBLY GOOD! I’ve never come across something like this trading software before. Keep reading, below are my Cryptp soft results for the past week or so…
Watch over the Shoulder of a Professional Each Day and you'll be able to learn as you trade.
Averaging 97% Winning Weeks With Cryptp soft which suggests that more potential profits for you
Cryptp soft Software Are Fully Transparent
No previous experience with binary choices trading required
Web-based mostly, no need for downloads, additionally works on phones, tablets
You'll be able to Even Watch Cryptp soft Signals From Your Phone (iPhone Users — Photon Browser)
If you are ready to begin making cash online with an on the spot edge, there has never been a better chance than currently. If you enjoy surfing the web for countless hours trying for the next Trading Method Secrets, never being able to urge centered, being overloaded with conflicting information, and not creating cash on-line, you ought to probably leave this page right now and get back to that Cryptp soft System strategy
Cryptp soft bot could be a new cryptocurrency trading invention that comes with options that create this software stand out among others. It is conjointly an automatic trading platform that uses a smart program algorithm to detect favorable trading opportunities. It acts on its own or waits for a prompt command from the user depending on the software’s settings. But what makes this software unique and a favorite to individuals is what we have a tendency to shall unveil in this review.
There have been lots of unverified claims of how totally different cryptocurrency software have helped several people to make massive profits leading to Scam individuals. However, it's pertinent for cryptocurrency traders to verify if a particular trading software may be a scam or legit, which is also ?
After subjecting the features of the Cryptp soft bot software to a series of tests, the software isn't a scam however legit. The Cryptp soft bot is believed to have successful rate of 85%, that is a lot of than the 80percent benchmark for average software. The Cryptp soft bot has helped cryptocurrency traders to make sensible profits, which has been documented as testimonies on the software’s website.
Trading on the platform is straightforward and might not require experience. We had to verify the simplicity of the software, and we tend to discovered that the software is easy to navigate. The demo trading feature of the software makes it potential for brand new users to hold out trading activities in an exceedingly simulated atmosphere while not having to risk their investment. This any gives credence to the legitimacy of the software because it ensures that new users get accustomed to the features of the software before continuing to measure to trade
As earlier stated, the Cryptp soft bot could be a high-tech program software that comes with exceptional options that makes it among the simplest cryptocurrency trading software in the blockchain market. The outstanding features of the Cryptp soft bot embody the subsequent:
https://www.cryptoerapro.com/cryptosoft/

http://www.cryptoerapro.com/

https://twitter.com/cryptoerapro

https://www.instagram.com/cryptoerapro/

https://www.pinterest.co.uk/cryptoerapro/
submitted by cryptoerapro to u/cryptoerapro [link] [comments]

Binary Options Review; Best Binary Options Brokers

Binary Options Review; Best Binary Options Brokers

Binary Options Review; Best Binary Options Brokers
We have compared the best regulated binary options brokers and platforms in May 2020 and created this top list. Every binary options company here has been personally reviewed by us to help you find the best binary options platform for both beginners and experts. The broker comparison list below shows which binary trading sites came out on top based on different criteria.
You can put different trading signals into consideration such as using payout (maximum returns), minimum deposit, bonus offers, or if the operator is regulated or not. You can also read full reviews of each broker, helping you make the best choice. This review is to ensure traders don't lose money in their trading account.
How to Compare Brokers and Platforms
In order to trade binary options, you need to engage the services of a binary options broker that accepts clients from your country e.g. check US trade requirements if you are in the United States. Here at bitcoinbinaryoptionsreview.com, we have provided all the best comparison factors that will help you select which trading broker to open an account with. We have also looked at our most popular or frequently asked questions, and have noted that these are important factors when traders are comparing different brokers:
  1. What is the Minimum Deposit? (These range from $5 or $10 up to $250)
  2. Are they regulated or licensed, and with which regulator?
  3. Can I open a Demo Account?
  4. Is there a signals service, and is it free?
  5. Can I trade on my mobile phone and is there a mobile app?
  6. Is there a Bonus available for new trader accounts? What are the Terms and
  7. conditions?
  8. Who has the best binary trading platform? Do you need high detail charts with technical analysis indicators?
  9. Which broker has the best asset lists? Do they offer forex, cryptocurrency, commodities, indices, and stocks – and how many of each?
  10. Which broker has the largest range of expiry times (30 seconds, 60 seconds, end of the day, long term, etc?)
  11. How much is the minimum trade size or amount?
  12. What types of options are available? (Touch, Ladder, Boundary, Pairs, etc)
  13. Additional Tools – Like Early closure or Metatrader 4 (Mt4) plugin or integration
  14. Do they operate a Robot or offer automated trading software?
  15. What is Customer Service like? Do they offer telephone, email and live chat customer support – and in which countries? Do they list direct contact details?
  16. Who has the best payouts or maximum returns? Check the markets you will trade.
The Regulated Binary Brokers
Regulation and licensing is a key factor when judging the best broker. Unregulated brokers are not always scams, or untrustworthy, but it does mean a trader must do more ‘due diligence’ before trading with them. A regulated broker is the safest option.
Regulators - Leading regulatory bodies include:
  • CySec – The Cyprus Securities and Exchange Commission (Cyprus and the EU)
  • FCA – Financial Conduct Authority (UK)
  • CFTC – Commodity Futures Trading Commission (US)
  • FSB – Financial Services Board (South Africa)
  • ASIC – Australia Securities and Investment Commission
There are other regulators in addition to the above, and in some cases, brokers will be regulated by more than one organization. This is becoming more common in Europe where binary options are coming under increased scrutiny. Reputable, premier brands will have regulation of some sort.
Regulation is there to protect traders, to ensure their money is correctly held and to give them a path to take in the event of a dispute. It should therefore be an important consideration when choosing a trading partner.
Bonuses - Both sign up bonuses and demo accounts are used to attract new clients. Bonuses are often a deposit match, a one-off payment, or risk-free trade. Whatever the form of a bonus, there are terms and conditions that need to be read.
It is worth taking the time to understand those terms before signing up or clicking accept on a bonus offer. If the terms are not to your liking then the bonus loses any attraction and that broker may not be the best choice. Some bonus terms tie in your initial deposit too. It is worth reading T&Cs before agreeing to any bonus, and worth noting that many brokers will give you the option to ‘opt-out’ of taking a bonus.
Using a bonus effectively is harder than it sounds. If considering taking up one of these offers, think about whether, and how, it might affect your trading. One common issue is that turnover requirements within the terms, often cause traders to ‘over-trade’. If the bonus does not suit you, turn it down.
How to Find the Right Broker
But how do you find a good broker? Well, that’s where BitcoinBinaryOptionsReview.com comes in. We assess and evaluate binary options brokers so that traders know exactly what to expect when signing up with them. Our financial experts have more than 20 years of experience in the financial business and have reviewed dozens of brokers.
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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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About StockGlobal:
The four accounts namely Bronze, Silver, Gold, and Platinum are offered by this broker with the initial investment ranging from $250 to $50000. Furthermore, the level of provided spreads ranges from 2.8 pips to 0.1 pips according to the chosen trading account. The leverage levels are fixed at 1:300 on all four accounts. The world's number one trading platform MetaTrader is offered by StockGlobal. The provided leverage is high and several traders will be attracted to these high leverages provided by StockGlobal. Such high leverage can cause harm to investments. The offered CFDs at StockGlobal are on FX pairs, shares, binary options, commodities, indexes, etc. As discussed in the opening and considering information on the broker's website the manager of StockGlobal, Longsdale Capital LTD, is situated in the Marshall Islands. Marshell Island is a very popular destination amongst the scam brokers. Also, the traders operating from this island do not follow any brokerage regulations and licensing required very little documentation. Also, such brokers are strictly banned in regulated markets like the EU, Japan, the US, and more. The safety and security of the investment made in StockGlobal by traders are prone to scam.
The StockGlobal is accused of scam by several online forums. Also, the Belgian local financial authority the Financial Services and Markets Authority issued warnings against the broker. The provided spreads of 2.8 pips on EUUSD FX pair is also considered high. Most of the regulated brokers provide spreads around 0.1 pips on Euro/Dollar FX pair. Furthermore, the website claims other trading conditions and a demo account provides different trading condition. This looks like a Ponzi scheme to attract traders. The offered MetaTrader platform is managed by another firm that also manages several other scam brokers.

Is StockGlobal scam or legit?

The broker is situated on Marshell Island, which is heaven for the scammer. The broker is also not regulated and doesn’t have a valid license. The offered trading conditions are designed in such a way that traders can be attracted. Overall the StockGlobal gives an impression of a forex scam broker.
submitted by fraudbrokers to u/fraudbrokers [link] [comments]

Eco Update 8.2 released!

Eco Update 8.2 released!
Vivox Proximity voice chat
https://preview.redd.it/abyc6obsea531.png?width=948&format=png&auto=webp&s=9ff2290b8e108503dac940c7691fd8e78c9320b3
We added Vivox proximity voice chat to the game. Now you can talk with your fellow citizens about the latest news, in town debates or just barter with them directly. The chat is based on proximity, so you’ll only hear people that are near to you. Of course, you can also disable the voice chat completely or mute specific players. With that, we also introduced a new face animation for people talking.

Reworked controls for vehicles
https://preview.redd.it/sycfc4htea531.png?width=1760&format=png&auto=webp&s=5f746fa35b54881d162855b199fadfb71ee8b274
On popular request we have improved and redesigned the controls for the excavators and skid steers and made sure they are explained understandably. The excavator got a new UI toolbar, you can look around freely in both skidsteer and excavator now, the skidsteer tool is now activated by default when you mount it and we changed how the general controls work. They also should work much better than before for mining purposes, though they still need some further polish.

Performance
Demo video https://drive.google.com/file/d/1EhzRYzZvCyR5GJHY9CGsvesuh8TuSiA7/view

Being well aware of the performance problems we have done a lot of work to improve the matter. Starting with this update you should see highly increased performance in chunkloading, especially for faster computers, so driving with a truck should no longer make you fall through the world. We also fixed several potential causes for memory leaks and performance should no longer degrade as much over time as it did in the prior version. We also improved performance when loading the minimap, claiming land and closing the map while it is still loading. We still have quite a way to go, which we’ll do in the next update 8.3 and all the updates thereafter.

Improvements
https://preview.redd.it/gybe8nsuea531.png?width=2560&format=png&auto=webp&s=1c2f9f677af9dd7eb0bca958ee86a30616ed2586
  • Added command “/addimpacthours ” to control meteor impact time after the world was started, both positive and negative values are possible.
  • Added explaining tooltips to graphics settings.
  • Added a shortcut for starting a new world.
  • The configuration option “MeteorImpactDays” now changes the remaining time for the meteor to impact even after world creation.
  • Improved buy / sell notifications to reduce confusal.
  • Removed the “where item is” condition for “Drop Garbage” due to being irrelevant and potentially causing crashes.
  • Added a few facial expression emotions, like /smile.
  • Configuration files are now no longer overwritten, instead a template config file is delivered that contains all the current existing config variables.
    • WARNING: This could lead to steam removing existing configuration files once, please backup your configuration files!
  • Increased the range you can shoot animals.
  • Improved the error message that shows when the account is temporarily blocked due to too many login attempts, disabled or not eligible to play Eco.
  • The mining tutorial can now be completed by mining either Sandstone, Limestone, Shale or Granite.
  • The food tutorial now checks for nearby food and adapts to the food sources available in the area of the player.
  • Added a hit memory for pickaxes, they now remember the last 5 hitted blocks to track mining progress on those.
  • Local save games are now sorted in descending order from the most recently to the least recently played.
  • Added an error message when trying to generate a world with invalid dimensions.
  • Campfires and Workbenches can now be crafted at a workbench to avoid a potential progression lock.
  • Otters now provide a carcass instead of meat.
  • Improved IP validation for direct connect.
  • Lavish talents now apply to crafting projects immediately after selecting, it is no longer needed to remove and restart the crafting projects.
  • Eco now automatically selects which server binary to use depending on world size to prevent out of memory issues when loading large local worlds.
  • Holding the start camp will now show the deed overlay to give new players more information on where a good, unused location would be.
  • Filters set in the minimap will now save and be displayed when the minimap is reopened.
  • The configuration option “DisplayAdminCommands” now has several levels:
    • None: No admin command logging or display in the chat. (Same as “false”)
    • LogFile: Logging admin commands to a file.
    • LogFileAndNotifyAdmins: Logging admin commands to a file and notify admins in the chat.
    • LogFileAndNotifyEveryone: Logging admin commands to a file and display them to everyone in the chat. (Same as “true”)
  • The configuration option “MaxRepFromOnPerson” is now correctly called “MaxRepFromOnePerson”.
  • Property claims can now be used as a backing item in the mint.
  • You can now specify a bank account into which the minted funds should go.
  • Fish traps now must (and can!) be placed underwater to function.
  • Choosing a skill will now show a warning that the skill can not be refunded after it has been chosen.
  • The bed in the starter camp can now be used to sleep.
  • Increased spawn rates of bisons and most desert plants.
  • Removed the display of no longer available species due to the removal of the wetlands.
  • The configuration option “RequireAuthentication” has been removed as it was intended for debugging and caused steam players to be displayed as long hashes.
  • Alt-Enter switching to fullscreen now restores the previously used fullscreen mode.
  • Exclusive fullscreen mode now constrains the mouse to the game window.
  • Improved avatar walk animation while moving slowly.
  • Improved avatar moving and tool blending in general.
  • Vehicles will now display “Drive” instead of “Use” as action.
  • Ramps are now carryable items and have a weight.
  • Ramps can now be placed underwater.
  • Ramps are now picked up as a whole again by using a hammer or a shovel (for dirt roads only).
    • This fixed several issues with laws regarding roads and ramps as well as a balance issue (crafting ramps, placing and digging up roads from them was cheaper than producing roads).

Bugs fixed
https://preview.redd.it/9gzip9pvea531.jpg?width=1916&format=pjpg&auto=webp&s=5d3bf92ccbcc5ac0147f6bb27bd3f0318aca3239
  • Fixed a crash related to the chat.
  • Fixed tree parts loosing their targetability and becoming unchoppable.
  • Fixed an issue that caused graphs in the web interface to be incorrect.
  • Fixed several issues with stockpiles that allowed duplication of items.
  • Fixed bank and registrar not having room requirements.
  • Fixed an issue with the object filter when left clicking a stockpile with a pickaxe.
  • Fixed an issue with authentication on objects when trying to move items via a tool instead of using the GUI.
  • Fixed an issue that caused the player to not be able to pick up items with left click while holding a hammer.
  • Fixed a crash that could occur when editing the store list.
  • Fixed line breaks not showing in law descriptions.
  • Fixed an issue that prevented to propose a law when “redefine districts” was selected and then deselected.
  • Fixed an issue that caused item icons in contracts to not show when not using english as game language.
  • Fixed an issue that caused white sparkles to appear.
  • Fixed an issue that allowed the player to see distant terrain through unloaded chunks.
  • Fixed an issue that caused the crane to be not synchronized between players in multiplayer.
  • Fixed an issue that could cause a redirect to a non existing page after proposing a law.
  • Fixed an issue with harvest contracts that caused the deposit marker to be missing.
  • Fixed an issue that caused the chosen currency in world objects to reset to the world's default currency.
  • Fixed an issue that caused miners to only consume calories when the block was destroyed. Now they consume calories on every hit. This also applies to the durability of pickaxes.
  • Fixed an issue that caused the excavator to be unable to move when re-fueled while driving.
  • Fixed a rare issue that could cause the house value tooltip to show no contents.
  • Fixed an issue with bad looking shadows.
  • Fixed several server crashes that could occur due to concurrency.
  • Fixed the “Focused Work Flow: Milling” talent.
  • Fixed a crash that could occur when two people try to move the same item at the same time.
  • Fixed an issue that caused certain talents to not affect certain recipes they should affect.
  • Fixed an issue that caused tall grass to not be removed when digging with an excavator.
  • Fixed an issue that caused the ping to be displayed as infinite or a negative number.
  • Fixed an issue that caused the player to be able to accept more than one of the same repeatable contract at once.
  • Fixed an issue that caused the authorisation dropdown being unusable after unclaiming and reclaiming a property.
  • Fixed an issue that caused all servers to have the mods of one server when multiple servers are hosted on the same machine and all are started at the same time.
  • Fixed an issue that caused the mouse to no longer be usable when pressing “ESC” while the language selection dropdown is opened.
  • Fixed an issue that prevented to add multiple clauses to a law when the server language was not set to english.
  • Fixed an issue with worlds that contained non-english characters in their name.
  • Fixed a crash that could occur when the client login failed.
  • Fixed an issue with the Lavish and Frugal talents, they now will apply to tables that have the most recipes requiring the talents skill
  • Fixed an issue with Lavish talents, they now correctly reduce the resources needed to craft.
  • Fixed an rounding error that occured for some recipes.
  • Fixed an issue with the display of the world objective when it was too long.
  • Fixed an issue with text on skill bars, they now will always take one line.
  • Fixed an issue with a missing sound when hitting a mineable block.
  • Fixed an issue with flickering blocks during blocks which can’t be removed in one hit.
  • Fixed an issue where tools were not correctly displayed in third person mode, they also will now display immediately after switching to third person mode.
  • Fixed an issue that caused players to get stuck inside trees when the tree loaded after the player already stood on its place.
  • Fixed an issue with switching to windowed mode, resolution settings are now correctly applied.
  • Fixed several issues that allowed to take more items from a distribution station than allowed or to take items from it despite the age requirement for the player account was not met.
  • Fixed an issue that caused the player to stay in record mode until the game was restarted when /record was used while in fly mode.
  • Fixed an issue with the field of view of the meteor tutorial video when replaying it.
  • Fixed an issue that could cause the currency dropdown lists to no longer be synchronized with the available currencies.
  • Fixed an issue that could cause rooms to no longer be considered room when adding or removing objects nearby.
  • Fixed a rare crash related to world objects consuming liquid.
  • Fixed an issue with shift-scrolling on Mac OS.
  • Fixed rubble playing Portal 2.
  • Fixed an issue that caused trees to vanish while in fast-forward mode or sleeping.
  • Fixed screen settings not always applying during startup.
  • Fixed an issue that caused inserted fuel to go to the storage instead of the fuel tab for some vehicles.
  • Fixed an issue with UI scale that caused crafting numbers in recipes to be offset and therefore unreadable.
  • Fixed an issue with corrupted configs that caused the camera to be unable to move.
  • Fixed an issue that caused the player to teleport up a bit when digging and placing dirt.
  • Fixed an issue with the house value calculation when adding or removing rooms.
  • Fix an issue that allowed ramps to be placed without checking occupancy.
  • Fixed an issue that caused the world to convert to a new format even though there is no new format.
  • Fixed an issue that could cause the world to corrupt when commands like /level were used.
  • Fixed an issue that caused combustion generators to produce sewage when not operating.
  • Fixed an issue with excavators that could cause them to behave like a ragdoll.
  • Fixed several issues with water pipes, causing incorrect flow.
  • Fixed an issue that caused the wrong currencies to show for clients in an exchange.
  • Fixed an issue that caused new old growth redwood trees to appear.
  • Fixed an issue with placing and removing blocks underwater.
  • Fixed an issue with a talent in the self improvement skill that didn’t grant as much increased carry weight as intended.
  • Fixed an issue with the scrollbar in the skills window.
  • Fixed several issues with localization, especially missing strings.
  • Fixed an issue that caused the species dropdown to not function correctly on servers using a different language than english.
  • Fixed an issue that caused the water filter to work and generate compost permanently despite no linked sewage generating objective was actually active.
  • Fixed an issue that could cause garbage bags to not convert into garbage blocks.
  • Fixed an issue with using shortcuts to move items that lead to permissions not being respected in the distribution station and contract storages.
  • Fixed an issue that caused the sweeping hands talent to also apply to vehicles. (We might introduce a specific talent for vehicles later on!)
  • Fixed an issue that could cause the minimap to not show, instead only the filters were displayed.
  • Fixed an issue with laws that could cause clients to crash and being unable to reconnect to the server.
  • Fixed an issue that caused the information about what will be pickuped when targeting a stockpile to not be available when holding a tool in your hand.
  • Fixed an issue that cause the player to be put into a not fully generated map when he pressed the tab button before world generation was completed.
  • Fixed several minor UI issues.
submitted by SLG-Dennis to EcoGlobalSurvival [link] [comments]

Built a control panel over 16 years, free lifetime release

Site Admin demoSource
16 years ago I stumbled into hosting with Ensim WEBppliance, which was a clusterfuck of a control panel necessitating a bunch of bugfixes. Those bugfixes spawned a control panel, apnscp, that I've continued to develop to this day. v3 is the first public release of apnscp and to celebrate I'm giving away 400 free lifetime licenses on webhosting each good for 1 server.
Visit apnscp.com/activate/webhosting-lt to get started customizing the installer. Database + PHP are vendor agnostic. apnscp supports any-version Node/Ruby/Python/Go. I'm interested in feedback, if not bugs then certainly ideas for improvement.
apnscp ships with integrated Route 53/CF DNS support in addition to Linode, DO, and Vultr. Additional providers are easy to create. apnscp includes 1-click install/updates for Wordpress, Drupal, Laravel, Ghost, Discourse, and Magento. Enabling Passenger, provided you have at least 2 GB memory, opens the door to use any-version Ruby, Node, and Python on your server.

Minimum requirements

Features

apnscp won't fix all of your woes; you still need to be smart about whom you host and what you host, but it is a step in the right direction. apnscp is not a replacement for a qualified system administrator. It is however a much better alternative to emerging panels in this market.

Installation

Use apnscp Customizer to configure your server as you'd like. See INSTALL.md for installation + usage.
Monitoring installation
apnscp will provision your server and this takes around 45 minutes to 2 hours to complete the first time. You can monitor installation real-time from the terminal:
tail -f /root/apnscp-bootstrapper.log
Post Install
If you entered an email address while customizing (apnscp_admin_email) and the server isn't in a RBL, then you will receive an email with your login information. If you don't get an email after 2 hours, log into the server and check the status:
tail -n30 /root/apnscp-bootstrapper.log
The last line should be similar to: 2019-01-30 18:39:02,923 p=3534 u=root | localhost : ok=3116 changed=1051 unreachable=0 failed=0
If failed=0, everything is set! You can reset the password and refer back to the login information to access the panel or reset your credentials. Post-install will welcome you with a list of helpful commands to get started as well. You may want to change -n30 to -n50!
If failed=n where n > 0, send me a PM, email ([email protected]), get in touch on the forums, or Discord.
Shoot me a PM if you have a question or hop on Discord chat. Either way feedback makes this process tick. Enjoy!

Installation FAQ

Resources

License information

Licenses are tied to the server but may be transferred to a new server. Once transferred from the server apnscp will become deactivated on the server, which means your sites will continue to operate but apnscp can no longer help you manage your server, as well as deploy automatic updates. A copy of the license can be made either by copying /uslocal/apnscp/config/license.pem or License > Download License in the top-right corner. Likewise to install the license on a new machine just replace config/license.pem with your original copy.
Update: v3.0.17 released. Thank you everyone for your exotic build environments and feedback thus far!
submitted by tsammons to webhosting [link] [comments]

netdata, the open-source real-time performance and health monitoring, released v1.14 !

Hi all,
We just released netdata v1.14 !
This release contains 14 bug fixes and 24 improvements
The release introduces major additions to Kubernetes monitoring, with tens of new charts for Kubelet, kube-proxy and coredns metrics, as well as significant improvements to the netdata helm chart.
Two new collectors were added, to monitor Docker hub and Docker engine metrics.
Finally, v1.14 adds support for version 2 cgroups, OpenLDAP over TLS, NVIDIA SMI free and per process memory and configurable syslog facilities.
Improvements:
Bug Fixes:
Check the release log at github.
If you are new to netdata, check a few live demos at its home page and the project home at github.
Netdata is FOSS (Free Open Source Software), released under GPLv3+.
Enjoy real-time performance and health monitoring!
submitted by ktsaou to linuxadmin [link] [comments]

What is SynchroBit Digital Assets Trading Platform All About?

About
SynchroBit.io (“SynchroBit”) is a Centralized P2P Digital Assets Trading Platform for trading all kinds of listed digital assets with both cryptocurrencies and fiat currencies.
SynchroBit™ is service and platform of SYNCHRONIUM LLC, and as an official trademark of SYNCHRONIUM LLC. It is a part of its innovative ecosystem, the SynchroSphere. SynchroBit benefits from a wide range of new technologies for faster, smarter, cheaper, and better trading of digital assets and provides the users with integrated 24/7 customer support via phone, chat, and online ticketing systems.
Registration on SynchroBit™ is free and open to everyone above 18 years old from non-sanctioned countries and territories by the European Union, and United Nations Security Council.
SynchroBit™ is an evolving digital assets trading platform which will be developed and upgraded in various versions to provide the users with higher standards, faster, smarter, and better trading opportunities and options.
What is the SNB Token?
SynchroBit™ will use its own native cryptocurrency, the SynchroBit Coin (SNB) which is an ERC-20 Ethereum based token. Users with passing the KYC/AML process can participate in SNB Token crowd-sales on www.snbtoken.io, by considering the terms and conditions and reading the official whitepaper provided on the website. Based on the SynchroBit business policy, trading with SNB token on SynchroBit.io will be free and the holders will benefit from added-value services and loyalty programs which will be only available to use by SNB Token. In addition to SynchroBit trading platform, SNB Token will be integrated with other major platforms of SYNCHRONIUM to increase its popularity and applications.
Why SynchroBit™
Digital assets trading is a fast-growing trend in the global financial market. A digital assets trading platform is an online platform which enables the users to trade various kinds of tradable assets and funds, including cryptocurrencies, futures, options, stocks, currencies, etc.
With an overview of the existing major trading platforms, someone can observe a wide range of problems from the user’s point of view including (but not limited to);

SynchroBit™ is designed by an international group of experts from various sectors including digital assets trading, blockchain, programming, cybersecurity, digital marketing, financial services, and investment advisors to provide the users with innovative solutions and tools to minimize their risks and maximize their ROIs.
SynchroBit™ aims to minimize the conventional boundaries and provide its users with a comprehensive platform for trading various kinds of digital assets in various trading ways including binary options, futures, options, and smart contracts.
SynchroBit™ is a Peer-to-Peer (P2P) trading platform on which users are dealing with each other anonymously. Due to its P2P nature, users play a key role in the liquidity of the assets. However, SynchroBit™ will also provide the adequate liquidity for the trading of assets and funds in partnership with global liquidity providers.
SynchroBit™ is a hybrid trading platform which benefits from the both technological features of centralized exchange (CEX) and decentralized exchange (DEX). Due to its innovative technology and features, users will experience leading-edge security, integrity, and functionality on SynchroBit™.
SynchroBit™ aims to minimize the trading fees by introducing its own native monetary system via its token, SynchroBit Coin (SNB) token, by which the trading fees will be zero.
SynchroBit™ is more than a digital assets trading platform and provides a wide range of innovative solutions and value-added services to its valuable users including advanced analytics, virtual trading, social trading, and many more through its upcoming new versions.
SynchroBit™ is incredibly fast and its speed will be enhanced and improved through the next upcoming versions as well. Basically, SynchroBit™ can handle 1,000,000 TXP which means every TX will take place only in 40 Nano Seconds (40 billionths of a second) on SynchroBit™.
SynchroBit™ APIs enable 3rd party developers to develop new applications and solutions to create new platforms and services. The core technology of SynchroBit™ synchronizes the integration of various trading solutions via hyper-secure connections.
Diversity and Simplicity
SynchroBit™ aims to provide its valuable users with a diversified range of features, options, tools, and solutions while keeping its simplicity of use and functionality. This is and always will be the essence of SynchroBit™ as a trading platform.
SynchroBit™ initial version comes with innovative features for trading cryptocurrency assets with fiat and cryptocurrencies. While the keeping the core technology more advanced and secure, SynchroBit™ will continue to add new trading features and markets to provide its users with diversified assets and markets.
Working with SynchroBit™ will be quite simple for both newcomers and professional traders and our support team will be always available to our customers in 24 hours, 7 days a week via phone, live chat, email, video conference, social media, and advanced CRM system.
Enhanced User Engagement
Since SYNCHRONIUM® manifesto indicates it’s a global enterprise of the people, by the people, and for the people, SynchroBit™ is also the same. We have open doors to our users via our platform and welcome their participation in making SynchroBit™ faster, smarter, and better than ever.
User engagement on SynchroBit™ is a principle strategy to enhance the functionality and the popularity of the trading platform to everyone. SynchroBit™ provides its valuable users with a wide range of communicational and socializing tools including public and private chatrooms, trading groups, forums, tournaments, loyalty programs, and public summits to make SynchroBit™ a platform for smart trading.
Integrated Customer Support and Services
In fact, integrated customer support and services (ICSS) is a neglected on most of existing trading platforms. SynchroBit™ team believes that ICSS is one of our key competitive advantages in the market due to our superior ICSS policy and procedures.
There will be various membership plans available to our valuable users ranging from basic to platinum which provides them with a wide range of services ranging from advanced analytics, market insights, account management, etc.
SynchroBit™ users will experience the customer intimacy like no one else. Our customers will be arranged so that they will have their own account managers who solve their problem and helps them to improve their performances on SynchroBit™.
We are committed to obeying the international laws and regulation on Anti-Money Laundry (AML) and Countering the Financing of Terrorism (CFT) to prevent any potential abuse of our platform for outlaw behavior or activity. However, due to our responsibility to our valuable users, their information and data will be always considered as classified information with the Confidentiality Rank of C4 (the highest confidentiality rank at SYNCHRONIUM® which mean such information only can be provided to courts and law enforcement organization through the legal procedures).
A well-trained team of customer support agents, working under the supervision of well-experienced customer support managers will provide SynchroBit™ users with 24 hours, 7 days a week support to asking their questions, solving their problems, and providing them with useful information. SynchroBit™ Customer Service Center is a decentralized and globally distributed network with agents speaking English, Russia, Arabic, Persian, Turkish, Hindi, Spanish, Chinese, and French languages.
Although SynchroBit™ user interface is in the English language, however, we’ll provide our platform in the other languages for our users which are mostly used by them. At this phase, since we are analyzing the most used languages by our future costumers and adding new languages will be accomplished gradually in the next versions on SynchroBit™. It’s important to note that by releasing SynchroBit™ Version 1.0, all major languages used by SynchroBit™ users will be available.
SynchroBit™ Wallets
SynchroBit™ users can enjoy the most diversified wallet features provided on any trading platform ever! As a P2P digital assets trading platform, SynchroBit™ has implemented all required wallets for the users.
Cold Wallet
Every SynchroBit™ user can easily integrate her cold-wallet with our platform. currently, we have cooperated with Trezor, which is one of the most popular and secure cold-wallet providers in the market. While trading, user just need to connect her Trezor cold-wallet and enable its integration with SynchroBit™, safely transfer their funds for trading and/or withdraw their crypto funds safely and directly to her old wallet!
In next version, we’ll integrate other cold-wallets including Ledger and Meta Mask for more convenience of our valuable users.
Crypto Wallets
Unlike the other trading platforms, every user on SynchroBit™ will benefit advanced and highly secure crypto wallets. In addition to the features stated before, these wallets have additional features, including

The crypto wallets are available for various coins including BTC, BCH, ETH, XLM, ZEC, LTC, and XRP.
Meanwhile, all ETH based tokens are supported by SynchroBit™ Crypto Wallets.
The maximum withdrawal limit from SynchroBit™ wallets for the users who have not passed their KYC is 5 BTC (or its equivalent value to other cryptocurrencies) in every 24 hours.
Crypto Addresses
In addition to crypto wallets, users can generate the unlimited number of crypto addresses for their crypto wallets which are fully integrated. Every 24 hours, a user can generate a new crypto address for her BTC, BCH, ZEC, and LTC wallets while keeping and using the older crypto addresses.
This feature increases the security of the wallets and the assets of the users, as well.
Fiat Wallet
Fiat wallets are one of the great features of SynchroBit™. This feature is only available for the users who successfully passed their KYC/AML process by the support team. There is no limit for depositing fiat funds on the fiat wallets, however, withdrawals require the banking procedures and clearance for large amounts depending on EU and USA banking regulations for transferring of funds.
Users can deposit their fiat funds via the following procedures:

Any deposit and withdrawals from the fiat wallets require the confirmation of SynchroBit™ for ensuring the security measures of user funds.
Depositing on fiat wallets has zero fees, however, withdrawals may include charges and fees, depending on the bank, currency, regulations, and limits.
SynchroBit™ fiat deposits and withdrawals are available in US$ and Euro, however, in the next versions, depositing more fiat currencies including Turkish Lira, GBP, AED, AUD, CAD, CHF, Rubble, JPY, and GEL.
Diversified Markets
SynchroBit™ will not be limited only to the trading of cryptocurrencies. Based on the roadmap, in addition to a diversified and comprehensive market for the trading of valuable and reliable cryptocurrencies, SynchroBit™ will add new markets including metal markets, energy markets, commodity markets, and other tradable digital assets in its upcoming versions.
Diversified Trading Methods
SynchroBit™ opens new horizons for the users to trade the digital assets in P2P manner. in addition to formal trades with the market price, setting limits and stop-limits, SynchroBit™ introduces Trend-Limit which is an innovative way of setting various stop-limits to minimize the trading risk.
In addition to formal P2P binary trading, SynchroBit users will benefit from other trading methods including margin trading and features trading in the next versions.
How to Help Us?
Developing, maintaining and upgrading SynchroBit™ is a costly work that evolves an international team of experts. Interested people can participate in SNB Token ICO by visiting www.snbtoken.io and join our crowd-sales. The raised funds from the crowd-sales will be used by SYNCHRONIUM LLC to develop and launch the next version of SynchroBit.
Need further information?
To find out more about SynchroBit project you may visit www.snbtoken.io and read the final version of SynchroBit Whitepaper.
In addition, our FAQ page may help you to get more information about SynchroBit, its features, functionality, and services.
You may be interested to try the demo of SynchroBit and explore its features and functionality. Click here to explore how it works!
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How To Register A Binary.com / Deriv.com Real Account And ... Free Demo Account With IQ Option Guide ║ open binary options demo account - YouTube How to Create a FREE Demo Account For Binary Options ... IQ Options - Open Demo Account without deposit

In case you don’t want to deal with IQOption Demo Account anymore, because your knowledge level and skills are already good enough, then you can convert your existing demo account into real account and right away start real binary options trading, as well as receive access to real market and, of course, start earning real money. Many traders start investing in binary options without much trading experience and a demo account is an inevitable tool that helps every trader before he starts investing his real funds. In this guide, we will answer the question about how to open the Binary.com demo account and what benefits traders have while they trade with a virtual account. A Binary Options Demo Account is a trading account with virtual money. You can trade the markets with real-time markets data for free without risk your own money. There is no need to deposit money to open this virtual trading account. Binary.com is an award-winning online trading provider that helps its clients to trade on financial markets through binary options and CFDs. Trading binary options and CFDs on Synthetic Indices is classified as a gambling activity. Remember that gambling can be addictive – please play responsibly. Learn more about Responsible Trading. Some ... The unlimited demo account money is one of the most impressive aspects of an IQ Option demo account. Many other binary options brokers will give you a demo account with a fixed amount of virtual money so that they can force you to make a deposit as soon as possible. Some will even have a 60-second binary options demo account.

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How To Register A Binary.com / Deriv.com Real Account And ...

Hello everyone!:) My name is Anastasia, but it's too hard to pronounce, that's why you may call me just ANA. I'm a pro trader for more than 2 years already a... What we do - Open demo account - Make few deals - Sign out from account Trade binary options on professional platform ExpertOption.com Earn up to 95% in a minute using best trading tools. Buy and ... REGISTER TRADING REAL/DEMO ACCOUNT HERE: https://record.binary.com/_oUTDm-DMjkO6tyDIijdDK2Nd7ZgqdRLk/1/ WhatsApp +2348131598707 CALLS / TELEGRAM - +234703309... How to Create a FREE Demo Account For Binary Options Trading - Binary Options Trading Tips - In the video, I have shown how you can create a free binary opti... How To Open a Binary.com Account! Binary.com complete English tutorial 2018 options, binary options, binary options trading, binary options strategies, binar...

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