Seamless Bilinear Tiling
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0:20Recap
0:20Recap
0:20Recap
1:48Where we left off
1:48Where we left off
1:48Where we left off
3:40Isolating the bug
3:40Isolating the bug
3:40Isolating the bug
7:00Checking for chunk abutting
7:00Checking for chunk abutting
7:00Checking for chunk abutting
9:10Formalizing the texture boundaries
9:10Formalizing the texture boundaries
9:10Formalizing the texture boundaries
10:25Blackboard: Bilinear filtering for things in tiles
10:25Blackboard: Bilinear filtering for things in tiles
10:25Blackboard: Bilinear filtering for things in tiles
17:32Fixing the texture sample
17:32Fixing the texture sample
17:32Fixing the texture sample
18:18Blackboard: Thinking through the sample
18:18Blackboard: Thinking through the sample
18:18Blackboard: Thinking through the sample
25:12Biasing the sample location
25:12Biasing the sample location
25:12Biasing the sample location
28:30Checking the sample bias
28:30Checking the sample bias
28:30Checking the sample bias
31:25Ground chunk aprons
31:25Ground chunk aprons
31:25Ground chunk aprons
33:19Blackboard: confirming the apron math
33:19Blackboard: confirming the apron math
33:19Blackboard: confirming the apron math
34:16Accounting for the apron
34:16Accounting for the apron
34:16Accounting for the apron
37:30Work to do on the ground chunks
37:30Work to do on the ground chunks
37:30Work to do on the ground chunks
40:02Putting back the debug camera
40:02Putting back the debug camera
40:02Putting back the debug camera
43:00Filling ground chunks multithreaded
43:00Filling ground chunks multithreaded
43:00Filling ground chunks multithreaded
43:02Adding a low priority queue
43:02Adding a low priority queue
43:02Adding a low priority queue
52:00Problem: ground chunks need to be aligned
52:00Problem: ground chunks need to be aligned
52:00Problem: ground chunks need to be aligned
54:05Adding the ground chunk work to the queue
54:05Adding the ground chunk work to the queue
54:05Adding the ground chunk work to the queue
56:45Abort mission, not enough time
56:45Abort mission, not enough time
56:45Abort mission, not enough time
57:24Crash due to alignment problems
57:24Crash due to alignment problems
57:24Crash due to alignment problems
1:00:00Q&A
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1:00:00Q&A
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1:00:00Q&A
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1:00:50garlandobloom Good stream today. Sometimes it goes really great
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1:00:50garlandobloom Good stream today. Sometimes it goes really great
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1:00:50garlandobloom Good stream today. Sometimes it goes really great
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1:01:21quikligames The Ground Chunks render differently every time you go upstairs and come back down. Are you planning on fixing that before Z-sorting?
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1:01:21quikligames The Ground Chunks render differently every time you go upstairs and come back down. Are you planning on fixing that before Z-sorting?
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1:01:21quikligames The Ground Chunks render differently every time you go upstairs and come back down. Are you planning on fixing that before Z-sorting?
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1:02:08abnercoimbre Can you address the recurring question: "This stream isn't about making games?" I'm tired of trying to explain what this stream is about
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1:02:08abnercoimbre Can you address the recurring question: "This stream isn't about making games?" I'm tired of trying to explain what this stream is about
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1:02:08abnercoimbre Can you address the recurring question: "This stream isn't about making games?" I'm tired of trying to explain what this stream is about
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1:05:25echoy0 How long have you worked on this project?
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1:05:25echoy0 How long have you worked on this project?
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1:05:25echoy0 How long have you worked on this project?
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1:06:01abar4x How are you deciding what gets queued or not, and high vs low?
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1:06:01abar4x How are you deciding what gets queued or not, and high vs low?
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1:06:01abar4x How are you deciding what gets queued or not, and high vs low?
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1:06:20gasto5 How are you going to implement seamless tiles with what Yangtian Li creates?
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1:06:20gasto5 How are you going to implement seamless tiles with what Yangtian Li creates?
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1:06:20gasto5 How are you going to implement seamless tiles with what Yangtian Li creates?
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1:06:57betaparticlegaming I don't see any object oriented patterns. Are you using object orientation?
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1:06:57betaparticlegaming I don't see any object oriented patterns. Are you using object orientation?
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1:06:57betaparticlegaming I don't see any object oriented patterns. Are you using object orientation?
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1:07:08krohnos I assume the Yellow/Cyan/Magenta squares are for debugging. What do they represent?
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1:07:08krohnos I assume the Yellow/Cyan/Magenta squares are for debugging. What do they represent?
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1:07:08krohnos I assume the Yellow/Cyan/Magenta squares are for debugging. What do they represent?
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1:08:46dontrunaway2 You always say "we", who is "we"?
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1:08:46dontrunaway2 You always say "we", who is "we"?
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1:08:46dontrunaway2 You always say "we", who is "we"?
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1:09:23sssmcgrath You say "3 work weeks" but do you feel like you could maintain this pace 8 hours a day?
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1:09:23sssmcgrath You say "3 work weeks" but do you feel like you could maintain this pace 8 hours a day?
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1:09:23sssmcgrath You say "3 work weeks" but do you feel like you could maintain this pace 8 hours a day?
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1:10:51ttbjm It seems like the ground chunks are only getting generated when they would actually be visible, not before. When you get the ground chunk into the low priority queue, will empty ground be visible for 1 or 2 frames while they are being generated?
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1:10:51ttbjm It seems like the ground chunks are only getting generated when they would actually be visible, not before. When you get the ground chunk into the low priority queue, will empty ground be visible for 1 or 2 frames while they are being generated?
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1:10:51ttbjm It seems like the ground chunks are only getting generated when they would actually be visible, not before. When you get the ground chunk into the low priority queue, will empty ground be visible for 1 or 2 frames while they are being generated?
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1:11:37btngames Do you think at the end / near end, someone like Jon Blow would be interested in making a game with the Handmade Hero engine in a similar format to see how the game design phase evolves the engine? I know at Pixar they get new and interesting results with unplanned collaboration between artist and engineer
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1:11:37btngames Do you think at the end / near end, someone like Jon Blow would be interested in making a game with the Handmade Hero engine in a similar format to see how the game design phase evolves the engine? I know at Pixar they get new and interesting results with unplanned collaboration between artist and engineer
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1:11:37btngames Do you think at the end / near end, someone like Jon Blow would be interested in making a game with the Handmade Hero engine in a similar format to see how the game design phase evolves the engine? I know at Pixar they get new and interesting results with unplanned collaboration between artist and engineer
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1:12:22Wrap things up
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1:12:22Wrap things up
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1:12:22Wrap things up
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