We are currently in the process of converting the website to the new design. Some pages, like this one, are still broken. We appreciate your patience.
Mike T
I haven't been watching live, so I want to queue up a question for the Q+A: can you explain why t…
»
d7samurai
..that last point is what confused me on friday, Casey, when I suggested your normals were "inver…
»
Casey Muratori
pajh To me the sphere has a distinct black border - ie the pattern does not seem to reflect all …
»
Paul
Just 2 quick points on this after watching 103 - To me the sphere has a distinct black border -…
»
Rowan Crawford
cmuratori Movement in Y _should actually be movement in Z_ for purposes of the map, so that is wh…
»
Don S.
I use SpriteLamp to generate normal and AO maps. It works very well. Although, it still require…
»
Casey Muratori
SlappedSilly As for the distorted reflection, I'm now suspecting it's caused by interference betw…
»
Rowan Crawford
SlappedSilly To comment on a different reflection bug, I believe the speckels around the peripher…
»
Jerry Siebe
As for the distorted reflection, I'm now suspecting it's caused by interference between ScreenSpa…
»
Ginger Bill
Thank you. My series is a little more in the deep end compared to Handmade Hero such as I use: * …
»
Jerry Siebe
To comment on a different reflection bug, I believe the speckels around the periphery of the sphe…
»
Nick_zzz
After tweaking some values, I found that BounceDirection.z is always negative, so I switched it t…
»
Mārtiņš Možeiko
In C++ and Objective-C++ "typedef struct {} name" should give you exactly same behavior as "struc…
»
elle
I can't compile my game anymore. :S Compiler generates 10+ errors for unknown type names, althoug…
»
Mārtiņš Možeiko
No, native Windows threading will work fine - it doesn't depend on C runtime, it's an OS feature.
»
elle
Omg! I found out the issue. I only incremented the pointer of the destination pixel inside the if…
»
Simon Anciaux
Just to be "complete" we can also remove struct around v3. 1 2 3 4 5 6 7 8 9 10 11 12 13…
»
d7samurai
This is great! Are there any special considerations for threading?
»
Casey Muratori
No, technically that is not it. Penetration correction is definitely good, and we'll do that, bu…
»
elle
I printed the dot product of the x-axis and y-axis in the game_update_and_render loop to the cons…
»
David Steed
Hi, Was completing a C++ cert so am far behind (on day 11). Read over the thread, but can't get…
»
David Steed
As a newbie game programmer...I say more power to you! Once I get caught up on HH vids, I plan t…
»
Filipe Rasoilo
Yeah while I don't have a lot of experience with graphics it seems a bit weird to me how we can't…
»
Finalspace
I thought it through and i know the reason why its just to not working. Its obvious. We only scal…
»
Andrew Bromage
It's hard to say without looking at code, but could you humour me and verify that the x axis and …
»
elle
I love the recent videos about the renderer in particular, but in my code I can't find what's cau…
»
Mārtiņš Možeiko
But that won't be using OpenGL to do rendering. That will still be software rendering.
»
Casey Muratori
Sure, but that is not at all like being able to do stuff directly in your own memory. It is much…
»
elle
If you want to use OpenGL, you can also draw directly into a texture (similar to a buffer as in s…
»
Casey Muratori
Yeah, I would just call OpenGL instead of the software renderer. In some ways it's easier, becau…
»