Creating Lighting Textures
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0:03Recap and set the stage for the day with a few words on renderer programming
0:03Recap and set the stage for the day with a few words on renderer programming
0:03Recap and set the stage for the day with a few words on renderer programming
2:58Light probing
2:58Light probing
2:58Light probing
4:01Try to run the game, but be told that our Visual Studio Community 2013 license "has gone stale"
4:01Try to run the game, but be told that our Visual Studio Community 2013 license "has gone stale"
4:01Try to run the game, but be told that our Visual Studio Community 2013 license "has gone stale"
7:42Consider our options
7:42Consider our options
7:42Consider our options
9:54Check for a build of Milton for Linux1
9:54Check for a build of Milton for Linux1
9:54Check for a build of Milton for Linux1
12:05Consider taking a poll
12:05Consider taking a poll
12:05Consider taking a poll
13:41Try putting in our credentials
13:41Try putting in our credentials
13:41Try putting in our credentials
17:43Run the game and note the problem imposed by the 2.5D world with respect to lighting
17:43Run the game and note the problem imposed by the 2.5D world with respect to lighting
17:43Run the game and note the problem imposed by the 2.5D world with respect to lighting
20:43Consider making a voxelisation pass in order to give us some usable geometry
20:43Consider making a voxelisation pass in order to give us some usable geometry
20:43Consider making a voxelisation pass in order to give us some usable geometry
23:10Blackboard: Looking up our lighting from a texture
23:10Blackboard: Looking up our lighting from a texture
23:10Blackboard: Looking up our lighting from a texture
26:53Blackboard: Extending this texture sampling into three dimensions
26:53Blackboard: Extending this texture sampling into three dimensions
26:53Blackboard: Extending this texture sampling into three dimensions
31:17Blackboard: Spherical harmonics and Fourier transform
31:17Blackboard: Spherical harmonics and Fourier transform
31:17Blackboard: Spherical harmonics and Fourier transform
38:04Blackboard: Lighting Equation
38:04Blackboard: Lighting Equation
38:04Blackboard: Lighting Equation
39:34handmade_opengl.cpp: Make CompilePeelComposite() not use the specular but only the diffuse coefficient, and run the game to see what that looks like
39:34handmade_opengl.cpp: Make CompilePeelComposite() not use the specular but only the diffuse coefficient, and run the game to see what that looks like
39:34handmade_opengl.cpp: Make CompilePeelComposite() not use the specular but only the diffuse coefficient, and run the game to see what that looks like
40:51Blackboard: Specular and Diffuse
40:51Blackboard: Specular and Diffuse
40:51Blackboard: Specular and Diffuse
44:01Blackboard: Reflections
44:01Blackboard: Reflections
44:01Blackboard: Reflections
49:48Blackboard: Texture encoding for the lighting
49:48Blackboard: Texture encoding for the lighting
49:48Blackboard: Texture encoding for the lighting
56:32handmade_opengl.h: Add lighting data to the open_gl struct
56:32handmade_opengl.h: Add lighting data to the open_gl struct
56:32handmade_opengl.h: Add lighting data to the open_gl struct
58:26handmade_platform.h: Enable DefaultRenderCommands() to set lighting settings
58:26handmade_platform.h: Enable DefaultRenderCommands() to set lighting settings
58:26handmade_platform.h: Enable DefaultRenderCommands() to set lighting settings
59:12handmade_opengl.cpp: Enable OpenGLChangeToSettings() to create a lighting framebuffer
59:12handmade_opengl.cpp: Enable OpenGLChangeToSettings() to create a lighting framebuffer
59:12handmade_opengl.cpp: Enable OpenGLChangeToSettings() to create a lighting framebuffer
1:02:40Consider the need for a different type of storage from the depth peels
1:02:40Consider the need for a different type of storage from the depth peels
1:02:40Consider the need for a different type of storage from the depth peels
1:04:41handmade_platform.h: Add lighting data to the game_render_settings struct
1:04:41handmade_platform.h: Add lighting data to the game_render_settings struct
1:04:41handmade_platform.h: Add lighting data to the game_render_settings struct
1:05:14handmade_opengl.cpp: Start to enable OpenGLChangeToSettings() to create a light texture
1:05:14handmade_opengl.cpp: Start to enable OpenGLChangeToSettings() to create a light texture
1:05:14handmade_opengl.cpp: Start to enable OpenGLChangeToSettings() to create a light texture
1:06:19handmade_platform.h: Specify that the lighting data in game_render_settings is a power of 2
1:06:19handmade_platform.h: Specify that the lighting data in game_render_settings is a power of 2
1:06:19handmade_platform.h: Specify that the lighting data in game_render_settings is a power of 2
1:06:56handmade_opengl.cpp: Finish enabling OpenGLChangeToSettings() to fully create a light texture
1:06:56handmade_opengl.cpp: Finish enabling OpenGLChangeToSettings() to fully create a light texture
1:06:56handmade_opengl.cpp: Finish enabling OpenGLChangeToSettings() to fully create a light texture
1:08:48Blackboard: Consider storing three directional and one intensity value
1:08:48Blackboard: Consider storing three directional and one intensity value
1:08:48Blackboard: Consider storing three directional and one intensity value
1:13:06hanmdade_opengl.cpp: Enable CreateFramebuffer() to handle floating point textures
1:13:06hanmdade_opengl.cpp: Enable CreateFramebuffer() to handle floating point textures
1:13:06hanmdade_opengl.cpp: Enable CreateFramebuffer() to handle floating point textures
1:14:55Run the game with a floating point depth buffer
1:14:55Run the game with a floating point depth buffer
1:14:55Run the game with a floating point depth buffer
1:16:09handmade_opengl.cpp: Try using GL_DEPTH_COMPONENT24 and run the game to see how that is
1:16:09handmade_opengl.cpp: Try using GL_DEPTH_COMPONENT24 and run the game to see how that is
1:16:09handmade_opengl.cpp: Try using GL_DEPTH_COMPONENT24 and run the game to see how that is
1:18:04handmade_opengl.cpp: Set up CompilePeelComposite() to handle our new lighting texture encoding
1:18:04handmade_opengl.cpp: Set up CompilePeelComposite() to handle our new lighting texture encoding
1:18:04handmade_opengl.cpp: Set up CompilePeelComposite() to handle our new lighting texture encoding
1:23:44Run the game to see the exact same thing
1:23:44Run the game to see the exact same thing
1:23:44Run the game to see the exact same thing
1:24:21handmade_opengl.cpp: Make CompilePeelComposite() produce coloured light
1:24:21handmade_opengl.cpp: Make CompilePeelComposite() produce coloured light
1:24:21handmade_opengl.cpp: Make CompilePeelComposite() produce coloured light
1:24:45Run the game to see that coloured light
1:24:45Run the game to see that coloured light
1:24:45Run the game to see that coloured light
1:26:07Q&A
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1:26:07Q&A
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1:26:07Q&A
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1:26:44insobot 12 minutes into the main stream. 108 until Q&A. (based on NOTE)
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1:26:44insobot 12 minutes into the main stream. 108 until Q&A. (based on NOTE)
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1:26:44insobot 12 minutes into the main stream. 108 until Q&A. (based on NOTE)
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1:27:38Miblo On a scale of 0-15, how disappointed are you that Visual Studio continued working as normal today?
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1:27:38Miblo On a scale of 0-15, how disappointed are you that Visual Studio continued working as normal today?
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1:27:38Miblo On a scale of 0-15, how disappointed are you that Visual Studio continued working as normal today?
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1:28:50desuused Don't you find this lighting way too advanced for a 2.5D game?
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1:28:50desuused Don't you find this lighting way too advanced for a 2.5D game?
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1:28:50desuused Don't you find this lighting way too advanced for a 2.5D game?
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1:29:59uplinkcoder Can I stream C => D conversion of Handmade Hero, without infringing on the copyright?
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1:29:59uplinkcoder Can I stream C => D conversion of Handmade Hero, without infringing on the copyright?
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1:29:59uplinkcoder Can I stream C => D conversion of Handmade Hero, without infringing on the copyright?
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1:31:07sharlock93 How excited are you for Per's project?
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1:31:07sharlock93 How excited are you for Per's project?
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1:31:07sharlock93 How excited are you for Per's project?
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1:32:09sharlock93 No, he is making an entire computer from scratch using FPGAs and hardware
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1:32:09sharlock93 No, he is making an entire computer from scratch using FPGAs and hardware
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1:32:09sharlock93 No, he is making an entire computer from scratch using FPGAs and hardware
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1:32:31Mention riskyfive's FPGA-based project
1:32:31Mention riskyfive's FPGA-based project
1:32:31Mention riskyfive's FPGA-based project
1:32:46rupan3 Will Jon ever do handamde compiler?
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1:32:46rupan3 Will Jon ever do handamde compiler?
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1:32:46rupan3 Will Jon ever do handamde compiler?
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1:33:41Miblo It's actually miotatsu who's doing RISCY BUSINESS
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1:33:41Miblo It's actually miotatsu who's doing RISCY BUSINESS
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1:33:41Miblo It's actually miotatsu who's doing RISCY BUSINESS
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1:35:39cubercaleb Short of the fact that most gamers use Windows, is there any reason to do most of the development on Windows?
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1:35:39cubercaleb Short of the fact that most gamers use Windows, is there any reason to do most of the development on Windows?
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1:35:39cubercaleb Short of the fact that most gamers use Windows, is there any reason to do most of the development on Windows?
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1:38:16ray_caster Do you have any anecdotes of horrible debugging (CPU) experiences using Linux debuggers?
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1:38:16ray_caster Do you have any anecdotes of horrible debugging (CPU) experiences using Linux debuggers?
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1:38:16ray_caster Do you have any anecdotes of horrible debugging (CPU) experiences using Linux debuggers?
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1:40:16dmitsuki Have you considered vscode over Visual Studio? Still Microsoft, but much more lightweight, and you get the visual studio debugger
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1:40:16dmitsuki Have you considered vscode over Visual Studio? Still Microsoft, but much more lightweight, and you get the visual studio debugger
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1:40:16dmitsuki Have you considered vscode over Visual Studio? Still Microsoft, but much more lightweight, and you get the visual studio debugger
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1:40:33ray_caster Have you tried visual debugging using QT Creator? Does not seem to have the issues you describe, at least not for moderately large projects
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1:40:33ray_caster Have you tried visual debugging using QT Creator? Does not seem to have the issues you describe, at least not for moderately large projects
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1:40:33ray_caster Have you tried visual debugging using QT Creator? Does not seem to have the issues you describe, at least not for moderately large projects
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1:41:02dmitsuki On windows. on Linux you don't get the vc++ debugger
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1:41:02dmitsuki On windows. on Linux you don't get the vc++ debugger
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1:41:02dmitsuki On windows. on Linux you don't get the vc++ debugger
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1:41:25Try Visual Studio Code2
1:41:25Try Visual Studio Code2
1:41:25Try Visual Studio Code2
1:46:54cynokron Reload
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1:46:54cynokron Reload
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1:46:54cynokron Reload
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1:47:08Reload Visual Studio Code
1:47:08Reload Visual Studio Code
1:47:08Reload Visual Studio Code
1:50:46ionutcava Open Folder -> select source folder
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1:50:46ionutcava Open Folder -> select source folder
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1:50:46ionutcava Open Folder -> select source folder
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1:51:04Have doubts about Visual Studio Code
1:51:04Have doubts about Visual Studio Code
1:51:04Have doubts about Visual Studio Code
1:52:45desuused I think in this particular case you're being dumb because you complain about a program you don't have experience in
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1:52:45desuused I think in this particular case you're being dumb because you complain about a program you don't have experience in
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1:52:45desuused I think in this particular case you're being dumb because you complain about a program you don't have experience in
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1:53:57desuused Open folder code, add configuration for C++, add breakpoint wherever you want, start debugging
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1:53:57desuused Open folder code, add configuration for C++, add breakpoint wherever you want, start debugging
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1:53:57desuused Open folder code, add configuration for C++, add breakpoint wherever you want, start debugging
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1:55:51dmitsuki Yeah, you can add more include directories
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1:55:51dmitsuki Yeah, you can add more include directories
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1:55:51dmitsuki Yeah, you can add more include directories
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1:56:20Gauge the single-stepping speed of Visual Studio Code
1:56:20Gauge the single-stepping speed of Visual Studio Code
1:56:20Gauge the single-stepping speed of Visual Studio Code
2:00:47dandymcgee Help -> Toggle Developer Tools
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2:00:47dandymcgee Help -> Toggle Developer Tools
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2:00:47dandymcgee Help -> Toggle Developer Tools
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2:01:54dmitsuki You can view the disassembly
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2:01:54dmitsuki You can view the disassembly
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2:01:54dmitsuki You can view the disassembly
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2:02:05dmitsuki But I think you have to debug with -exec disassembly
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2:02:05dmitsuki But I think you have to debug with -exec disassembly
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2:02:05dmitsuki But I think you have to debug with -exec disassembly
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2:03:03dmitsuki If I recall correctly, it's in args
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2:03:03dmitsuki If I recall correctly, it's in args
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2:03:03dmitsuki If I recall correctly, it's in args
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2:03:46dandymcgee "You can view disassembly in vscode using the -exec disassembly command in the debug console. Registers can be viewed the same way (-exec info registers)"
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2:03:46dandymcgee "You can view disassembly in vscode using the -exec disassembly command in the debug console. Registers can be viewed the same way (-exec info registers)"
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2:03:46dandymcgee "You can view disassembly in vscode using the -exec disassembly command in the debug console. Registers can be viewed the same way (-exec info registers)"
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2:05:09elim92 Just disassembly is the command
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2:05:09elim92 Just disassembly is the command
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2:05:09elim92 Just disassembly is the command
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2:06:09desuused You could try using command palette to look for disassembly (press Ctrl-Shift-P)
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2:06:09desuused You could try using command palette to look for disassembly (press Ctrl-Shift-P)
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2:06:09desuused You could try using command palette to look for disassembly (press Ctrl-Shift-P)
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2:08:35wgg25 What's the reason behind checking out this atrocity of a program?
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2:08:35wgg25 What's the reason behind checking out this atrocity of a program?
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2:08:35wgg25 What's the reason behind checking out this atrocity of a program?
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2:09:17Plug Lysa and RemedyBD
2:09:17Plug Lysa and RemedyBD
2:09:17Plug Lysa and RemedyBD
2:10:58fr0styninja How do you feel after today's stream. We nearly switched to Linux and now you're looking for answers regarding a web editor on stackoverflow
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2:10:58fr0styninja How do you feel after today's stream. We nearly switched to Linux and now you're looking for answers regarding a web editor on stackoverflow
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2:10:58fr0styninja How do you feel after today's stream. We nearly switched to Linux and now you're looking for answers regarding a web editor on stackoverflow
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2:11:16ray_caster Are you still tempted at moving the project to Linux?
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2:11:16ray_caster Are you still tempted at moving the project to Linux?
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2:11:16ray_caster Are you still tempted at moving the project to Linux?
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2:12:20AsafGartner Don't forget to delete the .vscode folder that it created
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2:12:20AsafGartner Don't forget to delete the .vscode folder that it created
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2:12:20AsafGartner Don't forget to delete the .vscode folder that it created
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2:13:08Wrap it up
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2:13:08Wrap it up
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2:13:08Wrap it up
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