Introduction to Lighting
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1:59Consider addressing the problem of speed and optimisation in order to ease debugging
1:59Consider addressing the problem of speed and optimisation in order to ease debugging
1:59Consider addressing the problem of speed and optimisation in order to ease debugging
4:02Two possible directions: Renderer Features...
4:02Two possible directions: Renderer Features...
4:02Two possible directions: Renderer Features...
5:11...or Lighting Control
5:11...or Lighting Control
5:11...or Lighting Control
6:26Suggest turning off everything except for the tree
6:26Suggest turning off everything except for the tree
6:26Suggest turning off everything except for the tree
7:29Review what's going on in handmade_render_group
7:29Review what's going on in handmade_render_group
7:29Review what's going on in handmade_render_group
8:18Turn off DrawBitmap, change the hideous pink background and switch to compile in debug mode
8:18Turn off DrawBitmap, change the hideous pink background and switch to compile in debug mode
8:18Turn off DrawBitmap, change the hideous pink background and switch to compile in debug mode
10:03Stop the tree rotating
10:03Stop the tree rotating
10:03Stop the tree rotating
10:50Blackboard: 'Lighting is the sound of graphics' - Doug Church
10:50Blackboard: 'Lighting is the sound of graphics' - Doug Church
10:50Blackboard: 'Lighting is the sound of graphics' - Doug Church
13:53Blackboard: Dynamic lighting
13:53Blackboard: Dynamic lighting
13:53Blackboard: Dynamic lighting
15:32Blackboard: Lighting is fundamentally a 'directional' effect
15:32Blackboard: Lighting is fundamentally a 'directional' effect
15:32Blackboard: Lighting is fundamentally a 'directional' effect
17:42Blackboard: Wavelengths
17:42Blackboard: Wavelengths
17:42Blackboard: Wavelengths
21:24Blackboard: RGB colour receptors
21:24Blackboard: RGB colour receptors
21:24Blackboard: RGB colour receptors
24:29Blackboard: Don't talk to animals with more color wavelength sensors than youα
24:29Blackboard: Don't talk to animals with more color wavelength sensors than youα
24:29Blackboard: Don't talk to animals with more color wavelength sensors than youα
25:11Blackboard: We see the aggregate effect of all of the light sources scattering light towards our eye
25:11Blackboard: We see the aggregate effect of all of the light sources scattering light towards our eye
25:11Blackboard: We see the aggregate effect of all of the light sources scattering light towards our eye
26:44Blackboard: Subsurface scattering
26:44Blackboard: Subsurface scattering
26:44Blackboard: Subsurface scattering
28:12Blackboard: What makes surfaces look different?
28:12Blackboard: What makes surfaces look different?
28:12Blackboard: What makes surfaces look different?
32:37Blackboard: What sorts of surfaces do we tend to actually want?
32:37Blackboard: What sorts of surfaces do we tend to actually want?
32:37Blackboard: What sorts of surfaces do we tend to actually want?
35:10Blackboard: Approximations
35:10Blackboard: Approximations
35:10Blackboard: Approximations
38:29Blackboard: 'Light probes' or Indirect light sampling
38:29Blackboard: 'Light probes' or Indirect light sampling
38:29Blackboard: 'Light probes' or Indirect light sampling
44:22Blackboard: What do we do in 2D?
44:22Blackboard: What do we do in 2D?
44:22Blackboard: What do we do in 2D?
46:22Blackboard: Normal maps
46:22Blackboard: Normal maps
46:22Blackboard: Normal maps
48:19Blackboard: We don't know what the light field is
48:19Blackboard: We don't know what the light field is
48:19Blackboard: We don't know what the light field is
53:19Q&A
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53:19Q&A
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53:19Q&A
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54:18@cubercaleb So is this why animation studios like Pixar have super computers for the rendering?
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54:18@cubercaleb So is this why animation studios like Pixar have super computers for the rendering?
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54:18@cubercaleb So is this why animation studios like Pixar have super computers for the rendering?
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55:31@ttbjm What about shadows?
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55:31@ttbjm What about shadows?
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55:31@ttbjm What about shadows?
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56:09Blackboard: Shadow maps
56:09Blackboard: Shadow maps
56:09Blackboard: Shadow maps
58:01@tweester I was looking for a build design doc to follow if you have one?
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58:01@tweester I was looking for a build design doc to follow if you have one?
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58:01@tweester I was looking for a build design doc to follow if you have one?
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58:28@ifingerbangedurcat Do we also plan on having a day/night cycle and dynamic shadows, where they stretch and fade depending on the position of the sun?
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58:28@ifingerbangedurcat Do we also plan on having a day/night cycle and dynamic shadows, where they stretch and fade depending on the position of the sun?
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58:28@ifingerbangedurcat Do we also plan on having a day/night cycle and dynamic shadows, where they stretch and fade depending on the position of the sun?
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59:36@mmair0ne Light feathering, e.g. in a window or tree
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59:36@mmair0ne Light feathering, e.g. in a window or tree
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59:36@mmair0ne Light feathering, e.g. in a window or tree
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1:00:01@thestalkingwolf Sort of on topic would you consider doing a true 3D lighting and or ray tracing discussion/lessons at some time?
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1:00:01@thestalkingwolf Sort of on topic would you consider doing a true 3D lighting and or ray tracing discussion/lessons at some time?
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1:00:01@thestalkingwolf Sort of on topic would you consider doing a true 3D lighting and or ray tracing discussion/lessons at some time?
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1:00:24@smt19913 How do you account for infinite reflections if there is a mirror that reflects light into a mirror that reflects light back at the first mirror?
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1:00:24@smt19913 How do you account for infinite reflections if there is a mirror that reflects light into a mirror that reflects light back at the first mirror?
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1:00:24@smt19913 How do you account for infinite reflections if there is a mirror that reflects light into a mirror that reflects light back at the first mirror?
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1:01:48Blackboard: Volumetric scattering
1:01:48Blackboard: Volumetric scattering
1:01:48Blackboard: Volumetric scattering
1:03:03@bunnymancer Could you repeat that?
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1:03:03@bunnymancer Could you repeat that?
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1:03:03@bunnymancer Could you repeat that?
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1:03:12@abnercoimbre Q: Heated debates of why we need to go through the trouble you're going through. #JustUseUnity Many newcomers
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1:03:12@abnercoimbre Q: Heated debates of why we need to go through the trouble you're going through. #JustUseUnity Many newcomers
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1:03:12@abnercoimbre Q: Heated debates of why we need to go through the trouble you're going through. #JustUseUnity Many newcomers
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1:06:26@hsru Is 2D worth going for when it becomes more complex than 3D?
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1:06:26@hsru Is 2D worth going for when it becomes more complex than 3D?
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1:06:26@hsru Is 2D worth going for when it becomes more complex than 3D?
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1:09:22@zootboysean Is your 'lighting cube' idea the same thing as cubemaps?β
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1:09:22@zootboysean Is your 'lighting cube' idea the same thing as cubemaps?β
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1:09:22@zootboysean Is your 'lighting cube' idea the same thing as cubemaps?β
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1:10:44@mmair0ne How to feather light through a window or tree
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1:10:44@mmair0ne How to feather light through a window or tree
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1:10:44@mmair0ne How to feather light through a window or tree
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1:11:07Blackboard: Translucence
1:11:07Blackboard: Translucence
1:11:07Blackboard: Translucence
1:14:16@theottergod Why don't we just have the lighting feigned on the sprites?
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1:14:16@theottergod Why don't we just have the lighting feigned on the sprites?
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1:14:16@theottergod Why don't we just have the lighting feigned on the sprites?
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1:15:16@flaturated How about the second framebuffer you mentioned with light sources having precomputed distance falloff, plus graphics objects having another channel similar to alpha that indicates reflectivity? That would be fast and maybe good enough for a 2D game
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1:15:16@flaturated How about the second framebuffer you mentioned with light sources having precomputed distance falloff, plus graphics objects having another channel similar to alpha that indicates reflectivity? That would be fast and maybe good enough for a 2D game
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1:15:16@flaturated How about the second framebuffer you mentioned with light sources having precomputed distance falloff, plus graphics objects having another channel similar to alpha that indicates reflectivity? That would be fast and maybe good enough for a 2D game
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1:15:51Blackboard: Illumination is constant along a line
1:15:51Blackboard: Illumination is constant along a line
1:15:51Blackboard: Illumination is constant along a line
1:18:34@johanso Due to the complexity of lighting, are system resources a major factor/consideration in shading engines?
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1:18:34@johanso Due to the complexity of lighting, are system resources a major factor/consideration in shading engines?
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1:18:34@johanso Due to the complexity of lighting, are system resources a major factor/consideration in shading engines?
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1:19:10@grumpygiant256 If you use a 2D lighting buffer, will you need to generate a G-buffer or Z-buffer as well first?
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1:19:10@grumpygiant256 If you use a 2D lighting buffer, will you need to generate a G-buffer or Z-buffer as well first?
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1:19:10@grumpygiant256 If you use a 2D lighting buffer, will you need to generate a G-buffer or Z-buffer as well first?
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1:19:47@chokeagun What about bleeding effects?
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1:19:47@chokeagun What about bleeding effects?
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1:19:47@chokeagun What about bleeding effects?
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1:19:55@insofaras Is this going to work with software rendering or will it be too computationally expensive?
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1:19:55@insofaras Is this going to work with software rendering or will it be too computationally expensive?
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1:19:55@insofaras Is this going to work with software rendering or will it be too computationally expensive?
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1:20:37@erdomina You mentioned computing values for a single source receiving light from multiple sources. How would we in essence do this computation? I'm assuming it's based off of neighbouring pixel values. I'm having a hard time formulating an approach
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1:20:37@erdomina You mentioned computing values for a single source receiving light from multiple sources. How would we in essence do this computation? I'm assuming it's based off of neighbouring pixel values. I'm having a hard time formulating an approach
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1:20:37@erdomina You mentioned computing values for a single source receiving light from multiple sources. How would we in essence do this computation? I'm assuming it's based off of neighbouring pixel values. I'm having a hard time formulating an approach
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1:22:09@sv3ns0nic Wouldn't it (in most cases) be smarter to use an existing graphic / render engine and just focus on coding the game itself / gameplay?
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1:22:09@sv3ns0nic Wouldn't it (in most cases) be smarter to use an existing graphic / render engine and just focus on coding the game itself / gameplay?
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1:22:09@sv3ns0nic Wouldn't it (in most cases) be smarter to use an existing graphic / render engine and just focus on coding the game itself / gameplay?
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1:25:03@runningmyself What is the ambient occlusion and why my video card get late to run games with ambient occlusion? Like really lose FPS
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1:25:03@runningmyself What is the ambient occlusion and why my video card get late to run games with ambient occlusion? Like really lose FPS
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1:25:03@runningmyself What is the ambient occlusion and why my video card get late to run games with ambient occlusion? Like really lose FPS
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1:25:29Blackboard: Ambient occlusion
1:25:29Blackboard: Ambient occlusion
1:25:29Blackboard: Ambient occlusion
1:31:47@tsongbird Do you prefer cake or muffins?
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1:31:47@tsongbird Do you prefer cake or muffins?
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1:31:47@tsongbird Do you prefer cake or muffins?
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1:31:59@n2__ Do you have any plans to implement sprite opacity and, if so, could it be taken into consideration with the light map calculation, i.e. less opaque objects block less light?
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1:31:59@n2__ Do you have any plans to implement sprite opacity and, if so, could it be taken into consideration with the light map calculation, i.e. less opaque objects block less light?
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1:31:59@n2__ Do you have any plans to implement sprite opacity and, if so, could it be taken into consideration with the light map calculation, i.e. less opaque objects block less light?
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1:32:40@naddafadda Are there any books or resources you would recommend on lighting or game engine creation in general?1
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1:32:40@naddafadda Are there any books or resources you would recommend on lighting or game engine creation in general?1
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1:32:40@naddafadda Are there any books or resources you would recommend on lighting or game engine creation in general?1
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1:33:51@tweester So game design documentation, like a roadmap for the game?
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1:33:51@tweester So game design documentation, like a roadmap for the game?
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1:33:51@tweester So game design documentation, like a roadmap for the game?
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1:34:27@morwakawaka Wouldn't a game in pitch darkness have the easiest lighting system to code?
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1:34:27@morwakawaka Wouldn't a game in pitch darkness have the easiest lighting system to code?
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1:34:27@morwakawaka Wouldn't a game in pitch darkness have the easiest lighting system to code?
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1:35:19@redfin9 Can you go back in time and start this series 15 years ago?
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1:35:19@redfin9 Can you go back in time and start this series 15 years ago?
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1:35:19@redfin9 Can you go back in time and start this series 15 years ago?
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1:35:52@tsongbird If you did choose cake, would it be a cheese or mud cake?
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1:35:52@tsongbird If you did choose cake, would it be a cheese or mud cake?
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1:35:52@tsongbird If you did choose cake, would it be a cheese or mud cake?
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1:36:05@mmair0ne What I mean is sort of more like how to make beams of light pass through a rendered object
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1:36:05@mmair0ne What I mean is sort of more like how to make beams of light pass through a rendered object
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1:36:05@mmair0ne What I mean is sort of more like how to make beams of light pass through a rendered object
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1:36:24Blackboard: God rays
1:36:24Blackboard: God rays
1:36:24Blackboard: God rays
1:41:48@twinduoq Don't you cast rays from the eye and not the sun to reduce calculations, and then see if the rays cast from the eye hit the sun?
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1:41:48@twinduoq Don't you cast rays from the eye and not the sun to reduce calculations, and then see if the rays cast from the eye hit the sun?
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1:41:48@twinduoq Don't you cast rays from the eye and not the sun to reduce calculations, and then see if the rays cast from the eye hit the sun?
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1:43:26@darthkoonstyle Can you use a 3D overlay to pretend, say, a slice of a 3D environment. For example, the platform you are on being z, and then x is across, y up and down. So you can have a light source at x 33, y 50, z 1. So all objects less than x 33 would be shadowed to the right, objects greater than would be shadowed to the left, greater than y 50 would be brighter to the front and less would be shadowed to the back... I don't know if this is making sense, but would it be possible?
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1:43:26@darthkoonstyle Can you use a 3D overlay to pretend, say, a slice of a 3D environment. For example, the platform you are on being z, and then x is across, y up and down. So you can have a light source at x 33, y 50, z 1. So all objects less than x 33 would be shadowed to the right, objects greater than would be shadowed to the left, greater than y 50 would be brighter to the front and less would be shadowed to the back... I don't know if this is making sense, but would it be possible?
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1:43:26@darthkoonstyle Can you use a 3D overlay to pretend, say, a slice of a 3D environment. For example, the platform you are on being z, and then x is across, y up and down. So you can have a light source at x 33, y 50, z 1. So all objects less than x 33 would be shadowed to the right, objects greater than would be shadowed to the left, greater than y 50 would be brighter to the front and less would be shadowed to the back... I don't know if this is making sense, but would it be possible?
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1:44:13@cubercaleb In early episodes you worked on having multiple z levels. Wouldn't this mean you would need to render walls in 3D, thus introducing some 3D into the rendering and lighting calculations?
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1:44:13@cubercaleb In early episodes you worked on having multiple z levels. Wouldn't this mean you would need to render walls in 3D, thus introducing some 3D into the rendering and lighting calculations?
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1:44:13@cubercaleb In early episodes you worked on having multiple z levels. Wouldn't this mean you would need to render walls in 3D, thus introducing some 3D into the rendering and lighting calculations?
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1:44:42@itisbob How often do you stream Game Development?
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1:44:42@itisbob How often do you stream Game Development?
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1:44:42@itisbob How often do you stream Game Development?
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1:45:12@redfin9 What is your background that led to where you are? Is education important or interest more important?
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1:45:12@redfin9 What is your background that led to where you are? Is education important or interest more important?
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1:45:12@redfin9 What is your background that led to where you are? Is education important or interest more important?
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1:45:26@morwakawaka Will this lighting system work for blind people?
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1:45:26@morwakawaka Will this lighting system work for blind people?
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1:45:26@morwakawaka Will this lighting system work for blind people?
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1:45:49@deadvertex Do you think we'll be able to do all this in real time or will we have to pre-bake some of the lighting information when generating the map?
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1:45:49@deadvertex Do you think we'll be able to do all this in real time or will we have to pre-bake some of the lighting information when generating the map?
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1:45:49@deadvertex Do you think we'll be able to do all this in real time or will we have to pre-bake some of the lighting information when generating the map?
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1:46:11@morwakawaka Couldn't you just make a 3D game and then flatten it with a rolling pin?
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1:46:11@morwakawaka Couldn't you just make a 3D game and then flatten it with a rolling pin?
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1:46:11@morwakawaka Couldn't you just make a 3D game and then flatten it with a rolling pin?
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1:46:29@irdumbs How often is real time radiosity used in games? Is it easy, and do you guys use it? Why or why not? Any hints?
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1:46:29@irdumbs How often is real time radiosity used in games? Is it easy, and do you guys use it? Why or why not? Any hints?
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1:46:29@irdumbs How often is real time radiosity used in games? Is it easy, and do you guys use it? Why or why not? Any hints?
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1:48:06@dgmtv I saw a game that uses normal maps on sprites
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1:48:06@dgmtv I saw a game that uses normal maps on sprites
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1:48:06@dgmtv I saw a game that uses normal maps on sprites
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1:48:39@yakra13 Isn't lights falloff inverse square? As you move farther from the source each ray is further from its neighbors
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1:48:39@yakra13 Isn't lights falloff inverse square? As you move farther from the source each ray is further from its neighbors
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1:48:39@yakra13 Isn't lights falloff inverse square? As you move farther from the source each ray is further from its neighbors
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1:48:55Blackboard: Inverse square law
1:48:55Blackboard: Inverse square law
1:48:55Blackboard: Inverse square law
1:51:36@grumpygiant256 Would you consider voxelizing the scene like Little Big Planet 2 does?
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1:51:36@grumpygiant256 Would you consider voxelizing the scene like Little Big Planet 2 does?
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1:51:36@grumpygiant256 Would you consider voxelizing the scene like Little Big Planet 2 does?
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1:52:46@oliholli Had to log in so hopefully this isn't too late. Wouldn't there be falloff with a point source when integrating across the surface, since the rays spread out away from the source?
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1:52:46@oliholli Had to log in so hopefully this isn't too late. Wouldn't there be falloff with a point source when integrating across the surface, since the rays spread out away from the source?
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1:52:46@oliholli Had to log in so hopefully this isn't too late. Wouldn't there be falloff with a point source when integrating across the surface, since the rays spread out away from the source?
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1:54:33@ice_engine Why is it easier to represent light as photons and not particles in 3D programs?
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1:54:33@ice_engine Why is it easier to represent light as photons and not particles in 3D programs?
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1:54:33@ice_engine Why is it easier to represent light as photons and not particles in 3D programs?
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1:55:08@irdumbs Rendering light in environments and events approaching the speed of light. How to do it?
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1:55:08@irdumbs Rendering light in environments and events approaching the speed of light. How to do it?
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1:55:08@irdumbs Rendering light in environments and events approaching the speed of light. How to do it?
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1:55:24@doctoromega PBR lightning? Quick run down on how it works?
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1:55:24@doctoromega PBR lightning? Quick run down on how it works?
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1:55:24@doctoromega PBR lightning? Quick run down on how it works?
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1:55:41We have come to the end
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1:55:41We have come to the end
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1:55:41We have come to the end
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