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elle
I don't mean to criticize, I only want to verify if I understand this correctly. At the start, the…
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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 dow…
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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 th…
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d7samurai
I think the problem isn't really getting the reflections physically correct , but choosing the ri…
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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: } inl…
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Mārtiņš Možeiko
Here's how reflections should look like: (with planes a bit closer - ) This is rendered by raytra…
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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->Z …
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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 th…
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d7samurai
..that last point is what confused me on friday, Casey, when I suggested your normals were "invert…
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Casey Muratori
That is how reflections actually work - you cannot deflect a straight incoming vector with no upw…
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Paul
Just 2 quick points on this after watching 103 - To me the sphere has a distinct black border - ie…
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Rowan Crawford
I wonder if a do-nothing macro would help clarify this in the code. Something like:
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Don S.
I use to generate normal and AO maps. It works very well. Although, it still requires a couple …
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Casey Muratori
You are totally correct. The problem is that I forgot that we are doing the weird "this is faci…
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Rowan Crawford
Yeah, I think that lerp is creating a sub-pixel bevel between the two planes. So the speckle isn'…
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Jerry Siebe
As for the distorted reflection, I'm now suspecting it's caused by interference between ScreenSpac…
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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:C++ …
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Jerry Siebe
To comment on a different reflection bug, I believe the speckels around the periphery of the spher…
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Nick_zzz
After tweaking some values, I found that BounceDirection.z is always negative, so I switched it to…
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Mārtiņš Možeiko
In C++ and Objective-C++ "typedef struct {} name" should give you exactly same behavior as "struct…
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elle
I can't compile my game anymore. :S Compiler generates 10+ errors for unknown type names, although…
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Mārtiņš Možeiko
No, native Windows threading will work fine - it doesn't depend on C runtime, it's an OS feature.
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elle
Omg! I found out the issue. I only incremented the pointer of the destination pixel inside the if …
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Simon Anciaux
Just to be "complete" we can also remove struct around v3. }; [/code]
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d7samurai
This is great! Are there any special considerations for threading?
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Casey Muratori
No, technically that is not it. Penetration correction is definitely good, and we'll do that, but…
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elle
I printed the dot product of the x-axis and y-axis in the game_update_and_render loop to the conso…
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David Steed
Hi, Was completing a C++ cert so am far behind (on day 11). Read over the thread, but can't get a …
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David Steed
As a newbie game programmer...I say more power to you! Once I get caught up on HH vids, I plan to…
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