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Mārtiņš Možeiko
This code is correct. If your four screens are 3 wide and 2 tall: 1 2ABC GHI MNO STU DEF JKL PQR …
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elle
I'm sorry for this basic question. To exercise, I tried to generate a basic tilemap in 1 array, …
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Finalspace
I still cannot get this stuff to work properly. Look at this fiddle, the player wont be pushing …
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Finalspace
cmuratori No, technically that is not it. Penetration correction is definitely good, and we'll d…
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Casey Muratori
I'm not sure what tack we'll take when go revisit collision to do the full solution. My experien…
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Finalspace
Bastian78 I suppose so, but "correcting penetration in an iterative way" doesn't seem all that mu…
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Nick Kovac
I suppose so, but "correcting penetration in an iterative way" doesn't seem all that much differe…
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Andrew Chronister
A coordinate system which is the same as a right hand one but with one axis flipped IS a left han…
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Finalspace
I assume we later use something like GJK to calculate the closest points inluding its distances a…
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elle
I don't mean to criticize, I only want to verify if I understand this correctly. At the start, t…
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d7samurai
So far there hasn't really been any conflicts between the 3D "simulation space" and the quasi top…
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Fred
I think someone pointed it in the stream, but when the sphere is moving "forward" (i.e. moving do…
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Nick Kovac
Hi all, In the Day 50 episode Casey uses an epsilon value to move the player slightly away from t…
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d7samurai
mmozeiko Here's how reflections should look like I think the problem isn't really getting the ref…
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Mārtiņš Možeiko
A bit related to v4 - after Day 99 now you have two different functions to make v3 from v2: 1 2…
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Mārtiņš Možeiko
Here's how reflections should look like: https://i.imgur.com/SWMoI5d.png (with planes a bit close…
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Casey Muratori
So really, we could use 0,1,0 for the upright card objects, I think, then we wouldn't do the Y-&g…
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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…
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d7samurai
..that last point is what confused me on friday, Casey, when I suggested your normals were "inver…
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Casey Muratori
pajh To me the sphere has a distinct black border - ie the pattern does not seem to reflect all …
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Paul
Just 2 quick points on this after watching 103 - To me the sphere has a distinct black border -…
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Rowan Crawford
cmuratori Movement in Y _should actually be movement in Z_ for purposes of the map, so that is wh…
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Don S.
I use SpriteLamp to generate normal and AO maps. It works very well. Although, it still require…
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Casey Muratori
SlappedSilly As for the distorted reflection, I'm now suspecting it's caused by interference betw…
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Rowan Crawford
SlappedSilly To comment on a different reflection bug, I believe the speckels around the peripher…
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Jerry Siebe
As for the distorted reflection, I'm now suspecting it's caused by interference between ScreenSpa…
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Ginger Bill
Thank you. My series is a little more in the deep end compared to Handmade Hero such as I use: * …
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Jerry Siebe
To comment on a different reflection bug, I believe the speckels around the periphery of the sphe…
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Nick_zzz
After tweaking some values, I found that BounceDirection.z is always negative, so I switched it t…
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Mārtiņš Možeiko
In C++ and Objective-C++ "typedef struct {} name" should give you exactly same behavior as "struc…
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