So in day 101 Casey went on great length explaining about Matrix inversion and it seemed is is goi…
This code is correct. If your four screens are 3 wide and 2 tall: Then it will put these screen i…
elle —
I'm sorry for this basic question. To exercise, I tried to generate a basic tilemap in 1 array, bu…
I still cannot get this stuff to work properly. Look at this fiddle, the player wont be pushing by…
Casey[/quote] Hmm i still dont get it... Normally you apply an impulse to both velocities multipli…
I'm not sure what tack we'll take when go revisit collision to do the full solution. My experienc…
Sort of, but not fully implemented yet, because there are much more than just fixing the delta mo…
I suppose so, but "correcting penetration in an iterative way" doesn't seem all that much differen…
A coordinate system which is the same as a right hand one but with one axis flipped IS a left hand…
I assume we later use something like GJK to calculate the closest points inluding its distances an…
elle —
I don't mean to criticize, I only want to verify if I understand this correctly. At the start, the…
So far there hasn't really been any conflicts between the 3D "simulation space" and the quasi top-…
Fred —
I think someone pointed it in the stream, but when the sphere is moving "forward" (i.e. moving dow…
Hi all, In the Day 50 episode Casey uses an epsilon value to move the player slightly away from th…
I think the problem isn't really getting the reflections physically correct , but choosing the ri…
A bit related to v4 - after Day 99 now you have two different functions to make v3 from v2: } inl…
Here's how reflections should look like: (with planes a bit closer - ) This is rendered by raytra…
So really, we could use 0,1,0 for the upright card objects, I think, then we wouldn't do the Y->Z …
Mike T —
I haven't been watching live, so I want to queue up a question for the Q+A: can you explain why th…
..that last point is what confused me on friday, Casey, when I suggested your normals were "invert…
That is how reflections actually work - you cannot deflect a straight incoming vector with no upw…
Paul —
Just 2 quick points on this after watching 103 - To me the sphere has a distinct black border - ie…
I wonder if a do-nothing macro would help clarify this in the code. Something like:
Don S. —
I use to generate normal and AO maps. It works very well. Although, it still requires a couple …
You are totally correct. The problem is that I forgot that we are doing the weird "this is faci…
Yeah, I think that lerp is creating a sub-pixel bevel between the two planes. So the speckle isn'…
As for the distorted reflection, I'm now suspecting it's caused by interference between ScreenSpac…
Thank you. My series is a little more in the deep end compared to Handmade Hero such as I use:C++ …
To comment on a different reflection bug, I believe the speckels around the periphery of the spher…
After tweaking some values, I found that BounceDirection.z is always negative, so I switched it to…