1:45Take a look at where we're at
                    
                        1:45Take a look at where we're at
                     
                    
                        1:45Take a look at where we're at
                     
                 
                
                    2:05Make lowercase the accessors for the vectors
                    
                        2:05Make lowercase the accessors for the vectors
                     
                    
                        2:05Make lowercase the accessors for the vectors
                     
                 
                
                    6:20Casey doesn't have enough Emacs-fu to bust that outα
                    
                        6:20Casey doesn't have enough Emacs-fu to bust that outα
                     
                    
                        6:20Casey doesn't have enough Emacs-fu to bust that outα
                     
                 
                
                    9:00Find out if it worked
                    
                        9:00Find out if it worked
                     
                    
                        9:00Find out if it worked
                     
                 
                
                    9:30Resume work on RenderGroup structure, implementing Clear
                    
                        9:30Resume work on RenderGroup structure, implementing Clear
                     
                    
                        9:30Resume work on RenderGroup structure, implementing Clear
                     
                 
                
                    10:47Make DrawRectangle take A which defaults to 1.0f
                    
                        10:47Make DrawRectangle take A which defaults to 1.0f
                     
                    
                        10:47Make DrawRectangle take A which defaults to 1.0f
                     
                 
                
                    11:21Make the Clear call take its values from render_entry_clear
                    
                        11:21Make the Clear call take its values from render_entry_clear
                     
                    
                        11:21Make the Clear call take its values from render_entry_clear
                     
                 
                
                
                    12:41Change R, G, B, A in render_entry_clear to Color
                    
                        12:41Change R, G, B, A in render_entry_clear to Color
                     
                    
                        12:41Change R, G, B, A in render_entry_clear to Color
                     
                 
                
                
                    13:07Review progress and glimpse into the future
                    
                        13:07Review progress and glimpse into the future
                     
                    
                        13:07Review progress and glimpse into the future
                     
                 
                
                    13:39Ensure that everything's working in-game
                    
                        13:39Ensure that everything's working in-game
                     
                    
                        13:39Ensure that everything's working in-game
                     
                 
                
                    14:00Turn off the GroundBuffers and the 'conditional expression is constant' warning
                    
                        14:00Turn off the GroundBuffers and the 'conditional expression is constant' warning
                     
                    
                        14:00Turn off the GroundBuffers and the 'conditional expression is constant' warning
                     
                 
                
                    15:05Consider what we haven't moved over into the renderer (Outline calls) and note that FillGroundChunk calls the bitmap routines directly, rather than the renderer
                    
                        15:05Consider what we haven't moved over into the renderer (Outline calls) and note that FillGroundChunk calls the bitmap routines directly, rather than the renderer
                     
                    
                        15:05Consider what we haven't moved over into the renderer (Outline calls) and note that FillGroundChunk calls the bitmap routines directly, rather than the renderer
                     
                 
                
                    16:00Put PushRectOutline and DrawRectangleOutline into the renderer as more specific concepts
                    
                        16:00Put PushRectOutline and DrawRectangleOutline into the renderer as more specific concepts
                     
                    
                        16:00Put PushRectOutline and DrawRectangleOutline into the renderer as more specific concepts
                     
                 
                
                    19:44Run, crash and update PushRectOutline
                    
                        19:44Run, crash and update PushRectOutline
                     
                    
                        19:44Run, crash and update PushRectOutline
                     
                 
                
                    20:33View the results in-game and add back in the Space lines
                    
                        20:33View the results in-game and add back in the Space lines
                     
                    
                        20:33View the results in-game and add back in the Space lines
                     
                 
                
                    21:37Make FillGroundChunk go through the renderer
                    
                        21:37Make FillGroundChunk go through the renderer
                     
                    
                        21:37Make FillGroundChunk go through the renderer
                     
                 
                
                    22:59Introduce GroundRenderGroup
                    
                        22:59Introduce GroundRenderGroup
                     
                    
                        22:59Introduce GroundRenderGroup
                     
                 
                
                    23:36Let FillGroundChunk use the RenderGroup
                    
                        23:36Let FillGroundChunk use the RenderGroup
                     
                    
                        23:36Let FillGroundChunk use the RenderGroup
                     
                 
                
                    25:44Put in a Clear to verify that things are actually happening
                    
                        25:44Put in a Clear to verify that things are actually happening
                     
                    
                        25:44Put in a Clear to verify that things are actually happening
                     
                 
                
                    26:26Change DrawBitmap to PushBitmap and make it use that renderer syntax
                    
                        26:26Change DrawBitmap to PushBitmap and make it use that renderer syntax
                     
                    
                        26:26Change DrawBitmap to PushBitmap and make it use that renderer syntax
                     
                 
                
                    26:52Consider supporting pixel positioning
                    
                        26:52Consider supporting pixel positioning
                     
                    
                        26:52Consider supporting pixel positioning
                     
                 
                
                    28:34View the splatting in-game
                    
                        28:34View the splatting in-game
                     
                    
                        28:34View the splatting in-game
                     
                 
                
                    28:52Cheese the pixel positioning by replacing MetersToPixels with 1.0f
                    
                        28:52Cheese the pixel positioning by replacing MetersToPixels with 1.0f
                     
                    
                        28:52Cheese the pixel positioning by replacing MetersToPixels with 1.0f
                     
                 
                
                    29:34Showcase the live code editing by scaling the placement of the ground elements
                    
                        29:34Showcase the live code editing by scaling the placement of the ground elements
                     
                    
                        29:34Showcase the live code editing by scaling the placement of the ground elements
                     
                 
                
                    31:05Blackboard: Introduce the concept of coordinate systems and bases
                    
                        31:05Blackboard: Introduce the concept of coordinate systems and bases
                     
                    
                        31:05Blackboard: Introduce the concept of coordinate systems and bases
                     
                 
                
                    32:55Blackboard: How we measure, using the dot product
                    
                        32:55Blackboard: How we measure, using the dot product
                     
                    
                        32:55Blackboard: How we measure, using the dot product
                     
                 
                
                    34:24Blackboard: Axes tend to have two properties: 1) Unit length
                    
                        34:24Blackboard: Axes tend to have two properties: 1) Unit length
                     
                    
                        34:24Blackboard: Axes tend to have two properties: 1) Unit length
                     
                 
                
                    36:03Blackboard: ...and 2) Orthogonal
                    
                        36:03Blackboard: ...and 2) Orthogonal
                     
                    
                        36:03Blackboard: ...and 2) Orthogonal
                     
                 
                
                    36:33Blackboard: Linear independence
                    
                        36:33Blackboard: Linear independence
                     
                    
                        36:33Blackboard: Linear independence
                     
                 
                
                    38:13Blackboard: Forget about linear independence
                    
                        38:13Blackboard: Forget about linear independence
                     
                    
                        38:13Blackboard: Forget about linear independence
                     
                 
                
                    39:12Blackboard: Orthogonality
                    
                        39:12Blackboard: Orthogonality
                     
                    
                        39:12Blackboard: Orthogonality
                     
                 
                
                    42:48Blackboard: Linear independence
                    
                        42:48Blackboard: Linear independence
                     
                    
                        42:48Blackboard: Linear independence
                     
                 
                
                    44:40Blackboard: There's linear algebra afoot hereβ
                    
                        44:40Blackboard: There's linear algebra afoot hereβ
                     
                    
                        44:40Blackboard: There's linear algebra afoot hereβ
                     
                 
                
                    44:54Blackboard: See why these are important properties
                    
                        44:54Blackboard: See why these are important properties
                     
                    
                        44:54Blackboard: See why these are important properties
                     
                 
                
                    45:26Blackboard: 3D coordinates
                    
                        45:26Blackboard: 3D coordinates
                     
                    
                        45:26Blackboard: 3D coordinates
                     
                 
                
                    47:14Blackboard: Basis vectors
                    
                        47:14Blackboard: Basis vectors
                     
                    
                        47:14Blackboard: Basis vectors
                     
                 
                
                    50:11Blackboard: Basis changes: 'MetersToPixels' and 'negate y'
                    
                        50:11Blackboard: Basis changes: 'MetersToPixels' and 'negate y'
                     
                    
                        50:11Blackboard: Basis changes: 'MetersToPixels' and 'negate y'
                     
                 
                
                    55:30Blackboard: Pretend we had some third universal basis
                    
                        55:30Blackboard: Pretend we had some third universal basis
                     
                    
                        55:30Blackboard: Pretend we had some third universal basis
                     
                 
                
                    57:29Blackboard: How does Casey move a point from world space into screen space?
                    
                        57:29Blackboard: How does Casey move a point from world space into screen space?
                     
                    
                        57:29Blackboard: How does Casey move a point from world space into screen space?
                     
                 
                
                    1:01:17Blackboard: Preview what we're going to do
                    
                        1:01:17Blackboard: Preview what we're going to do
                     
                    
                        1:01:17Blackboard: Preview what we're going to do
                     
                 
                
                
                    1:03:41@mr4thdimention Would you represent the origin of coordinate systems in a universal coordinate system?
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                        1:03:41@mr4thdimention Would you represent the origin of coordinate systems in a universal coordinate system?
🗪
 
                     
                    
                        1:03:41@mr4thdimention Would you represent the origin of coordinate systems in a universal coordinate system?
🗪
 
                     
                 
                
                    1:06:25@nicstop A few streams ago you said you'd prefer to call functions through a macro and then forgot to explain why
🗪
 
                    
                        1:06:25@nicstop A few streams ago you said you'd prefer to call functions through a macro and then forgot to explain why
🗪
 
                     
                    
                        1:06:25@nicstop A few streams ago you said you'd prefer to call functions through a macro and then forgot to explain why
🗪
 
                     
                 
                
                    1:07:06@e10dee4d Why is the familiar moving left to right, or did I miss something?
🗪
 
                    
                        1:07:06@e10dee4d Why is the familiar moving left to right, or did I miss something?
🗪
 
                     
                    
                        1:07:06@e10dee4d Why is the familiar moving left to right, or did I miss something?
🗪
 
                     
                 
                
                    1:07:32@cubercaleb Why are computer coordinates upside-down?
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                        1:07:32@cubercaleb Why are computer coordinates upside-down?
🗪
 
                     
                    
                        1:07:32@cubercaleb Why are computer coordinates upside-down?
🗪
 
                     
                 
                
                    1:12:30@twinduoq How important is it to know how to make a game engine vs simply using one? And if you were to use DirectX libraries, how much would the code differ?
🗪
 
                    
                        1:12:30@twinduoq How important is it to know how to make a game engine vs simply using one? And if you were to use DirectX libraries, how much would the code differ?
🗪
 
                     
                    
                        1:12:30@twinduoq How important is it to know how to make a game engine vs simply using one? And if you were to use DirectX libraries, how much would the code differ?
🗪
 
                     
                 
                
                    1:21:06Wrap it up with a brief recap and a glimpse into the future
🗩
 
                    
                        1:21:06Wrap it up with a brief recap and a glimpse into the future
🗩
 
                     
                    
                        1:21:06Wrap it up with a brief recap and a glimpse into the future
🗩