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Oswald Hurlem
Yeah I'm definitely planning to have "baked" lighting which recomputes (for some subset of blocks…
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Randy Gaul
ratchetfreak C has many mistakes in its history, defining NULL as 0 (an int) instead of a special…
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Mārtiņš Možeiko
This issue is not Microsoft compilers fault. This is C standards fault. If C compiler doesn't see…
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rizoma
mrmixer Since you're not including string.h, I guess you're implementing strstr in mylib.c. I got…
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Andrew Russell
After watching episode 299 of Handmade Hero, I wanted to share with Casey and the Handmade Hero c…
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rizoma
Ok that is really weird, I forgot to include string.h now the warning is gone. I really don't wan…
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Simon Anciaux
Since you're not including string.h, I guess you're implementing strstr in mylib.c. Does your str…
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xcodedave
Maybe you could fake some static global illumination? If your world is constructed of cube voxe…
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xcodedave
Oswald_Hurlem Are you only rendering voxels which aren't surrounded by other voxels? Yep! I'm re…
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ratchetfreak
C++ isn't the only language with mistakes in its design. C has its fair share, among which null-t…
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Kyle Devir
The reason NULL is used is because of the issue of dangling pointers. You know what pointers are,…
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rizoma
Sorry maybe I don't undestand: ratchetfreak C has many mistakes in its history, defining NULL as…
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ratchetfreak
C has many mistakes in its history, defining NULL as 0 (an int) instead of a special ident like n…
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rizoma
I'm a bit confused about the NULL constant, while doing this exercise on the k&r book: 1 2…
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Oswald Hurlem
Since I'm going to be getting deep into lighting with my gamedev project, I'm wondering, what are…
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Oswald Hurlem
Are you only rendering voxels which aren't surrounded by other voxels?
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Bryan Taylor
cubercaleb You need to divide by (n-1) in order for this to be the variance, as implied by the fi…
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thebeast33
You could try generating the world in a deterministic way. A random number generator requires a s…
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Caleb
ChronalDragon Edit: Also wow we gotta add nested quotes hahaI think the ability to have multi quo…
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Caleb
btaylor2401 It's just pulling out a constant multiplier, which comes out in front of a summation.…
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mojobojo
I am working on a little 2D RTS engine and I am working my way up to dynamic world generation and…
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Brian
Thanks for the update Casey. I had a feeling something was up. I even watched the beginning aga…
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Casey Muratori
Yes, this was a day when sadly we lost the source recording :( It had to be recovered off of Twi…
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xel
Hey all, Figured out a quick dead simple way to get custom fonts working in 4coder. Just include…
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Andrew Chronister
cubercaleb Since subtraction is anticommutative I don't think that you can make that jump. But I …
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Bryan Taylor
cubercaleb btaylor2401 = sum((x*x - 2*x*u + u*u)) / n = (sum(x*x) - sum(2*x*u) + sum(u*u)) / nSin…
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Caleb
btaylor2401 = sum((x*x - 2*x*u + u*u)) / n = (sum(x*x) - sum(2*x*u) + sum(u*u)) / nSince subtract…
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Bryan Taylor
cubercaleb btaylor2401 The two formulas for standard deviation are equivalent. The advantage of …
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Caleb
btaylor2401 The two formulas for standard deviation are equivalent. The advantage of this formul…
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Brian
Greetings, Downloading the Latest Source Code (from the link Casey gives us), which is labeled a…
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