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…
In C++ and Objective-C++ "typedef struct {} name" should give you exactly same behavior as "struct…
elle —
I can't compile my game anymore. :S Compiler generates 10+ errors for unknown type names, although…
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 …
Just to be "complete" we can also remove struct around v3. }; [/code]
This is great! Are there any special considerations for threading?
No, technically that is not it. Penetration correction is definitely good, and we'll do that, but…
elle —
I printed the dot product of the x-axis and y-axis in the game_update_and_render loop to the conso…
Hi, Was completing a C++ cert so am far behind (on day 11). Read over the thread, but can't get a …
As a newbie game programmer...I say more power to you! Once I get caught up on HH vids, I plan to…
Yeah while I don't have a lot of experience with graphics it seems a bit weird to me how we can't …