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.
John Lorre
So in day 101 Casey went on great length explaining about Matrix inversion and it seemed is is goi…
»
Mārtiņš Možeiko
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…
»
Finalspace
I still cannot get this stuff to work properly. Look at this fiddle, the player wont be pushing by…
»
Finalspace
Casey[/quote] Hmm i still dont get it... Normally you apply an impulse to both velocities multipli…
»
Casey Muratori
I'm not sure what tack we'll take when go revisit collision to do the full solution. My experienc…
»
Finalspace
Sort of, but not fully implemented yet, because there are much more than just fixing the delta mo…
»
Nick Kovac
I suppose so, but "correcting penetration in an iterative way" doesn't seem all that much differen…
»
Andrew Chronister
A coordinate system which is the same as a right hand one but with one axis flipped IS a left hand…
»
Finalspace
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…
»
d7samurai
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…
»
Nick Kovac
Hi all, In the Day 50 episode Casey uses an epsilon value to move the player slightly away from th…
»
d7samurai
I think the problem isn't really getting the reflections physically correct , but choosing the ri…
»
Mārtiņš Možeiko
A bit related to v4 - after Day 99 now you have two different functions to make v3 from v2: } inl…
»
Mārtiņš Možeiko
Here's how reflections should look like: (with planes a bit closer - ) This is rendered by raytra…
»
Casey Muratori
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…
»
d7samurai
..that last point is what confused me on friday, Casey, when I suggested your normals were "invert…
»
Casey Muratori
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…
»
Rowan Crawford
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 …
»
Casey Muratori
You are totally correct. The problem is that I forgot that we are doing the weird "this is faci…
»
Rowan Crawford
Yeah, I think that lerp is creating a sub-pixel bevel between the two planes. So the speckle isn'…
»
Jerry Siebe
As for the distorted reflection, I'm now suspecting it's caused by interference between ScreenSpac…
»
Ginger Bill
Thank you. My series is a little more in the deep end compared to Handmade Hero such as I use:C++ …
»
Jerry Siebe
To comment on a different reflection bug, I believe the speckels around the periphery of the spher…
»
Nick_zzz
After tweaking some values, I found that BounceDirection.z is always negative, so I switched it to…
»