OpenLLM-France/wikimedia huggingface dataset:
# Indian Mythology/Scriptures

The major sources for the Indian mythology are:
* Veda
* Puranas
* Bhagavata
* Epics
All the above works were compiled about 5000 years before Christ. Commonly held belief is that eighteen Puranas, Bhagavata and Mahabharata were created by Vedavyasa Rishi, and the Ramayana was created by Valmiki Rishi. Although the veda are regarded as holy texts, many stories from the veda are among the lore of the myth. As such, to understand the Indian mythology, one has to study the veda as well.
# Indian Mythology/Deities/Gods

Prominent Hindu Deities are:
* Brahma, the Creator
* Vishnu, the Preserver
* Mahesh, the Destroyer (also known as Rudra/Shankar/Shiva)
* Indra, the Lord of the land of the gods, controls Varuna
* Varuna, God of rain and water
* Saraswati, Goddess of learning, consort of Brahma
* Lakshmi, Goddess of wealth, consort of Vishnu
* Parvati, consort of Rudra
* Shachi, consort to Indra
* Madan, God of Love
* Rati, consort to Madan
* Ganapati, God of safety, son of Rudra
* Shanmukha, elder brother to Ganapati, also known as Maarkandeya
* Manikantta, younger brother of Shanmukha and Ganapathi
* Yama, God of Death
# Indian Mythology/Introduction
## Vedic mythology

The roots of mythology that evolved from classical Hinduism come from the times of the Vedic civilization, from the ancient Vedic religion.
The characters, theology, philosophy and stories that make up ancient Vedic myths are indelibly linked with Hindu beliefs. The Vedas are said to be four in number, namely RigVeda, YajurVeda, SamaVeda, and the AtharvaVeda. Some of these texts mention mythological concepts and machines very much similar to modern day scientific theories and machines.
# Indian Mythology/Printable version

The current, editable version of this book is available in Wikibooks, the open-content textbooks collection, at
https://en.wikibooks.org/wiki/Indian_Mythology

# Introduction
## Vedic mythology

The roots of mythology that evolved from classical Hinduism come from the times of the Vedic civilization, from the ancient Vedic religion.
The characters, theology, philosophy and stories that make up ancient Vedic myths are indelibly linked with Hindu beliefs. The Vedas are said to be four in number, namely RigVeda, YajurVeda, SamaVeda, and the AtharvaVeda. Some of these texts mention mythological concepts and machines very much similar to modern day scientific theories and machines.

# Scriptures

The major sources for the Indian mythology are:
* Veda
* Puranas
* Bhagavata
* Epics
All the above works were compiled about 5000 years before Christ. Commonly held belief is that eighteen Puranas, Bhagavata and Mahabharata were created by Vedavyasa Rishi, and the Ramayana was created by Valmiki Rishi. Although the veda are regarded as holy texts, many stories from the veda are among the lore of the myth. As such, to understand the Indian mythology, one has to study the veda as well.

# Scriptures/Epics

The two most important epics in the Indian mythology are Mahabharatha and Ramayana.
Each tells the story of one of the lord Vishnu's 24 incarnations on earth. The narration and the characters as depicted in the Ramayana portray the model code of conduct, a conduct which is free of guilt. Lord Ram is the Maryadapurusottam; the most ideal human being on earth his conduct is free of fault of any kind. Ramayana is an ideal world. Mahabharata on the other hand is a narration on the statehood and state policy. Mahabharata's is a real world full of deception, intrigue, cruelty and ambition. It is real war between Dharma (the one which could be born) and Adharma (the one which is not worth being born). The emotions are real. It is a treatise on politics and national policy.

# Scriptures/Veda

There are total four Vedas.
* Atharva-veda
* Sama-veda
* Yajur-veda
* Rig-veda
Vedas are supposed to be a divine creation. They are the words of Gods. They deal with the various subjects i.e Worship, Mantra, Hums, Philosophy, Music and chanting during rituals.

# Concepts

* Loka
* Elements

# Deities/Gods

Prominent Hindu Deities are:
* Brahma, the Creator
* Vishnu, the Preserver
* Mahesh, the Destroyer (also known as Rudra/Shankar/Shiva)
* Indra, the Lord of the land of the gods, controls Varuna
* Varuna, God of rain and water
* Saraswati, Goddess of learning, consort of Brahma
* Lakshmi, Goddess of wealth, consort of Vishnu
* Parvati, consort of Rudra
* Shachi, consort to Indra
* Madan, God of Love
* Rati, consort to Madan
* Ganapati, God of safety, son of Rudra
* Shanmukha, elder brother to Ganapati, also known as Maarkandeya
* Manikantta, younger brother of Shanmukha and Ganapathi
* Yama, God of Death

# Legends

Myths and legends (in no particular order):
* Pralaya : the destruction of Earth
# Indian Mythology/Ramayana

Ramayana is the second largest Indian epic, after Mahabharatha.

## Story outline

Ramayana is the story of one of the incarnations of lord Vishnu, that of Rama. Rama is born as the eldest son of the king Dasharatha, and is heir to the kingdom. During his childhood, he travels with his teacher, Vishwamitra, and learns the art of war and righthood. He marries Sita, who is depicted as the human incarnation of the goddess Lakshmi. Later, when time comes for him to be the king, his step-mother intervenes and claims the throne for her son, Bharatha, who is a brother to Rama. Rama gladly gives up the throne and goes into exile for 14 years with his wife and brother Lakshmana. During his exile, the evil king of Lanka, Ravana, falls in love with Seetha, and kidnaps her. Rama and Lakshmana team up with the king of apes, Sugreeva, and storm the island of Lanka. A fierce battle ensues, in which Lakshmana kills Ravana's son, Indrajit, and in the final part, Rama kills Ravana. For generations, Hindus believe Rama as 'Purushotham', means best amongst humans.
# GtkRadiant/The Walls

The Walls
GtkRadiant
Now that you have done the floor (which I hope you have by now) it's time to move on to another important feature of the room; the walls. You should be able to move and resize brushes by now, so I wont explain that step by step. Anyway, start by making a brush at the side of the edge of the floor brush, it should be one grid snap thick and also be one snap outside the floor brush, not so far that there is a gap, just so far that it touches the floor brush with its edge. You may have to switch view (CTRL+TAB) to move the brush in the correct position. Just make sure your brush does not overlap another brush, as this usually leads to map issues and longer compile times.
After one of the brushes is correctly positioned, you can just duplicate the brush (SPACE) and rotate it round the Z-axis by clicking the button. Remember to duplicate the brush before you rotate it. Repeat this step once for each wall, so once you have placed the first wall, duplicate it while it is still selected and press the button to rotate the duplicated piece of wall, then move it to its correct position. The rule from above applies here as well, the walls should just touch each others edges, they should neither touch each other with a whole side, nor overlap each other.
So, are all the walls at their correct place and they all look alright in the 3D view? If that is the case, let's carry on, if not, read through the lines above once more and try again. So now that all walls are in their correct place, we just need to texture them. So first, deselect everything so that you don't make any weird mistakes (ESC), then select each of the walls (SHIFT+CLICK) and click the button to apply the caulk shader to all the walls. This is because you only want the visible parts to have a texture, this isn't so very important in small maps like this, but when the maps you make grow in size and complexion, this is important to save performances, so, it's better you get into the habit of doing it, so every side (I will call the sides faces in the future) should be textured with that shader for now.
After all the walls are nice and pink, it's time to apply a visible texture to those faces (remember that means sides) you will see when you play your map, in this case, that would be the faces of the walls only. To put a texture on them, select a texture folder in the folder list, then click a texture and a red rectangle should appear around it, this means that the texture is selected. To apply the selected texture to the surface of the walls, simply hold CTRL+SHIFT and click your mouse wheel on the inner faces of the walls. This should be done in the 3D view.
If you have done everything correctly, you should now see a room with walls and a floor, the only things left now are the ceiling, a spawn point and a light, but those will be covered in the next chapter.
# GtkRadiant/The Clipper

The Clipper
GtkRadiant
The clipper tool is one of th most important tools, and being able to use it properly will make things a lot easier for you. Like all other tools, the clipper tool must be activated to be able to use it. To activate it, press X or click the button in the toolbar. When the tool is selected, select at least one brush, then click on two different spots (you may also click 3 but that will be covered later). A line will appear between the two spots. Then press CTRL+ENTER to switch between the two parts and ENTER to accept the cut or SHIFT+ENTER to accept the cut and keep both parts of the brush. Then press X or click the button again to turn off the clipper. Now deselect everything and you will see that the brush is not cut into two different pieces. Of course you can keep clipping on a brush before you turn off the clipper to make it look like you want, you can also use the clipper again.
# GtkRadiant/The Entity Window

The Entity Window
GtkRadiant
Before learning about the entities, take a look at the entity window which is opened by pressing N. Here you can set all the properties of an entity, for example light strength, door speed, in fact everything that you can set.
Here you see information about the entity such as what different properties you can add and what they do.
Here you can see the different properties assigned to the entity, the name of the property called Key is to the left, the Value to the right. The checkboxes highlighted in red color are also properties you can, these properties are called spawnflags. To add a property which isn't a spawnflag, type its Key and its Value in the boxes highlighted in blue color.
# GtkRadiant/Using Models

Using Models
GtkRadiant
There are two different ways of adding models to your map, the first one involves the misc_model entity and the second involves the misc_model_static entity. The difference being that models included in the map using the misc_model entity are treated as normal brushes by the compiler , and will therefore included in the .bsp file the compiler creates. Models included using the misc_model_static are not included within the geometry of the map itself, but rather loaded by the game loading the compiled .bsp file.
To clarify, if you would make a map with a forest, and you would use, say three different types of trees, resulting in 3 different tree models, now, you would use each of those models twenty times in order to make that forest. If you would be using regular misc_model entities, each of those three models would get copied twenty times and then placed into the .bsp by the compiler. This means that if, for simplicity each model would be one MB big, the .bsp file would end up being 60 MB. However, if misc_model_statics are to be used, the compiler just stores the points where each model is to be displayed, not the model itself which is instead loaded into memory 60 times by the game engine when playing (loading) the map, but not when compiling it..
Now it would seem that misc_model_statics are far superior to regular misc_models, however since the misc_model_static is practically invisible to the compiler, some useful features can't be used when using misc_models.
Here is a pros and cons list:
   * Pros
      * Can automatically be made solid by the compiler
      * Can automatically be re-textured by the compiler
      * Can be freely scaled
      * Can be freely rotated around all axis
   * Cons
      * Takes up space in the .bsp
      * Can't be changed after compile
   * Pros
      * Takes up very little space in the .bsp
      * Is not embedded in the map so it can be changed after compile
      * Can fix some model lighting issues
   * Cons
      * Can't be viewed in the editor
      * Can't be changed or touched by the compiler
# GtkRadiant/What Shaders can do

What Shaders can do
GtkRadiant
With shaders you can:
* Make surfaces/volumes behave in certain ways ingame (water, lava, nonsolid, etc..)
* Blend multiple textures together in various ways
* Create surface sprites (useful for grass etc.)
* Create blended terrain
* Create scrolling, rotating textures.
* Make textures glow ingame
* Provide lighting to your map (light-emitting shaders)
* Combinations of the above
# GtkRadiant/Your First Shader

Your First Shader
GtkRadiant
# GtkRadiant/The Texture Browser

The Texture Browser
GtkRadiant
The Surface Inspector and the Texture Browser are the tools you will be using when texuring your maps. To use the Texture Browser, simply press T. To bring up the Surface Inspector for a surface, select a brush or surface and press S.
With the controls above you can either Fit a texture to fit on a brush, or use Axial to apply it 1:1. The buttons on top row are used for brushes, the ones on the bottom row for patches. Use the CAP button for endcaps.
Here you can change how the texture is aligned on the brush or surface selected. You can shift (scroll) the texture, stretch (zoom) it, or simply rotate it. The value in the Step boxes control how much each value is incremented as the little arrow buttons are pressed.
This is the Folder List. Here you see all found texture folders listed, double-click a folder name and you will be able to see the contents of the folder to the right.
# GtkRadiant/Vertex Editing

{{{current}}}
GtkRadiant
# Horticulture/Viburnum x burkwoodii

Burkwood Viburnum :
| Binomial: | Viburnum x burkwoodii |
| Family: | Adoxaceae |
| Type: | shrub |
Viburnum x burkwoodii is a hybrid viburnum grown for its extremely fragrant flowers borne in early spring.
# Horticulture/Waldsteinia fragarioides

Barren Strawberry :
| Binomial: | Waldsteinia fragarioides |
| Family: | Rosaceae |
| Type: | herbaceous ground cover |
Barren Strawberry is an herbaceous ground cover grown for its dense growth and showy spring flowers. The "barren" in the name refers to its having no showy fruits.

## Description

Barren strawberry is a creeping herbaceous ground cover, with vaguely strawberry-like leaves and large yellow flowers that appear in spring.

## Uses

This plant makes a good ground cover for weed suppression in low-maintenance gardens.
# Horticulture/Viral Mosaics

Mosaic :
| Type: | Viruses |
| Transmission: | Insects, infected hands or tools |
Mosaic is the symptom of a number of plant viruses, perhaps the most familiar being Tobacco Mosaic Virus, which affects a wide range of hosts.

## Symptoms and Signs

Irregular blotching of differently colored patches on the leaf, often with different colors in interveinal parts of the leaves.

## Transmission

Like any virus, transmission requires a vector (usually aphids) but human activity (such as pruning or grafting) can also transmit the viruses.

## Controls

* Exclusion: Control vectors and alternate (weedy) hosts, keep cutting tools sterile.
# GLSL Programming/Phong Reflection Model

The Phong reflection model (see the Wikipedia article) is an illumination model that can be computed very efficiently. A variant of it (the Blinn–Phong reflection model, see Wikipedia article) is implemented in the fixed-function versions of OpenGL and in OpenGL ES 1.x.
< GLSL Programming
# GLSL Programming/Panda3D

Panda3D 1.7.0 supports GLSL shaders; see the manual for details.
< GLSL Programming
# GLSL Programming/PowerVR SDK

The “Khronos OpenGL ES 2.0 SDKs for POWERVR SGX” are implementations of a C++ API for OpenGL ES 2.0 on PowerVR GPUs using various platforms (Android, webOS, Windows Mobile 6.5, Symbian S60 3rd/5th Ed, Linux, iOS, bada, emulation on Windows Vista/XP and Linux). Several step-by-step tutorials are included in the SDK.
< GLSL Programming
# GLSL Programming/OpenSceneGraph

OpenSceneGraph includes support of GLSL via the Program class. A good introduction with a basic example is available here.
< GLSL Programming
# GLSL Programming/Torque 3D

Torque 3D supports GLSL shaders via its ShaderData class.
< GLSL Programming
# Halo 2/Midship/Rotary Tactic

This tactic is made for team slayer, and it worked quite well for me in the past. Split your team into two smaller groups that run around the outer ring of the map opposite from each other but in the same direction. It often gives the enemy very little chance to recover when respawning, but makes it easier for lost players of your team to join back in the fray. Often works well with one short range player (shotgun or sword) and one long range player (BR or carbine, plus PP) per team. It is possible that this could also work on a map like Warlock, if you keep to the upper levels, or on Foundation, with maybe three or four groups. However, it has not been tried out on these two maps to any knowledge of mine.
# Halo/Warthog

The Warthog, also known as the Hog, the M12 LRV, and the M12 Force Application Vehicle, is a small Jeep-like vehicle with a machine gun turret, while also comfortably seating 3. It is humorously known for it’s physics which more than often results in the vehicle flipping over, the power of the machine gun, and it’s presence in another form of media, Red vs Blue.

## Usage in Multiplayer

The Warthog is useful for traversing maps that are medium to large sized, as the regular walkspeed is too slow and wastes too much time if you happen to die often. With the ability to seat a passenger and a gunner, bringing the total passenger count to 3 with the driver, you can quickly assemble a small attack force to assault the enemy team’s objectives.
Another aspect is the machine gun mounted on the back of the vehicle. It is also medium and somewhat long ranged, however at longer ranges the crosshair for the gun may not be sufficient for aiming. Instead, make sure to not focus on one target to continually hammer away at with bullets, focus on multiple other targets if possible and try to get someone or yourself to drive the warthog constantly in order to throw off snipers who are aware of your little run and gun tactic.
Since the warthog is a vehicle, another tactic is to attempt to run over enemy players, especially if your warthog has lost all it’s passengers and you are the last man standing, or if close range tactics are the only tactic available due to either a lack of a gunner or the gun cannot hit a target.
If you happen to be on the receiving end of a warthog attack, grenades, sniper rifles(if you can eliminate the driver or other armed targets), and rocket launchers are all effective at eliminating warthogs. If you wish to use plasma grenades, avoid throwing them on the window of the warthog because they simply slide off. Instead, try to throw the grenade on the turret and generally anywhere on the body of the vehicle.
# Halo 2
## Table of contents
### Gametypes

* Assault
* Capture The Flag
* King of the Hill
* Juggernaut
* Oddball
* Slayer

### Weapons

* Battle Rifle
* Magnum
* Rocket Launcher
* Shotgun
* SMG
* Sniper Rifle
* Beam Rifle
* Brute Shot
* Carbine
* Energy Sword
* Needler
* Plasma Pistol
* Plasma Rifle
* Sentinel Beam
* Frag Grenade
* Plasma Grenade
* Host/Standby

### Vehicles

* Scorpion
* Warthog With machine gun turret
* Gauss Warthog With gauss turret
* Banshee
* Ghost
* Spectre
* Wraith
* Human Turret
* Covenant Turret

### Levels
#### Standard

* Ascension
* Beaver Creek
* Burial Grounds
* Coagulation
* Colossus
* Foundation Hidden map, unlocked through glitch, XBL download, or Halo 2 Map Pack.
* Headlong
* Ivory Tower
* Lockout
* Midship
** Rotary Tactic (for Team Slayer)
* Waterworks
* Zanzibar

#### Expansion

Obtained through XBL download, or Halo 2 Map Pack.
* Backwash
* Containment
* Elongation
* Gemini
* Relic
* Sanctuary
* Terminal
* Turf
* Warlock
# Halo 2/Magnum

Model: M6C
Common Name: Magnum
Zoom Capabilities: None
Rate Of Fire: Semi-automatic
Magazine Size: 12 rounds
The M6C magnum is the more common, stripped down version of the M6D pistol that was commonly seen in the first Halo. Though it may be a powerful weapon, it lacks the scope of its predecessor. Against the stronger shields of the new Mark VI armor, it's less effective in combat than the first weapon was. However, it is still a useful weapon, and can be coupled with another weapon to really make it a threat.

## Dual-wielding combos

* With Plasma Pistol: This combo works quite well, overcharging the plasma pistol, and then proceeding to fire a bullet from the magnum into the head. This is the less popular iteration of the infamous "noob-combo." Veteran players will use this variation, as it allows them to headshot without the delay of switching to the BR. With good aim, the magnum combo will win a showdown against the BR combo(a good thing, since if you use it too much, angry players will come after you with the more common combo).
* With Plasma Rifle: Combining these two weapons works well, but requires a bit more attention, as one trigger merely needs to be pressed, while the other must be pulled again and again to fire. If you can master this, it is in some respects better than the aforementioned combo, as it's a constant stream of plasma, so if a shot misses, it doesn't cause a large problem like if the overcharge shot does.
* With another magnum: This combo looks aesthetically better and works pretty well, although not as great as the previous two. You can still kill someone by pumping them full of shots with two of these weapons. And, as always, headshots are best. -this combo is basically useless outside of a Pistols-Only game, since by default you will have an SMG, and the SMG/Magnum combo works Much better than dual Mags. Plus you don't look silly doing it.
* With SMG: Works well for combat in close to medium ranges as a variation of the “noob-combo”, by using the SMG to unload into another player and strip their shields and then finishing them off with a few magnum shots to the head.