0:09Recap and set the stage for the day computing the lighting in software
                    
                        0:09Recap and set the stage for the day computing the lighting in software
                     
                    
                        0:09Recap and set the stage for the day computing the lighting in software
                     
                 
                
                    2:08handmade_opengl.cpp: Comment out the LightingD contribution in CompileZBiasProgram()
                    
                        2:08handmade_opengl.cpp: Comment out the LightingD contribution in CompileZBiasProgram()
                     
                    
                        2:08handmade_opengl.cpp: Comment out the LightingD contribution in CompileZBiasProgram()
                     
                 
                
                    2:41Run the game to see the current, non-directional lighting solution
                    
                        2:41Run the game to see the current, non-directional lighting solution
                     
                    
                        2:41Run the game to see the current, non-directional lighting solution
                     
                 
                
                    4:36handmade_world_mode.h: Remove ambient occlusion from the lighting_element
                    
                        4:36handmade_world_mode.h: Remove ambient occlusion from the lighting_element
                     
                    
                        4:36handmade_world_mode.h: Remove ambient occlusion from the lighting_element
                     
                 
                
                    11:17Blackboard: Incident Light
                    
                        11:17Blackboard: Incident Light
                     
                    
                        11:17Blackboard: Incident Light
                     
                 
                
                    14:52Blackboard: Forward propagating emitters to reflectors
                    
                        14:52Blackboard: Forward propagating emitters to reflectors
                     
                    
                        14:52Blackboard: Forward propagating emitters to reflectors
                     
                 
                
                    20:29handmade_render_group.cpp: Introduce RayCast(), ComputeLightPropagation() and GatherFinalLighting()
                    
                        20:29handmade_render_group.cpp: Introduce RayCast(), ComputeLightPropagation() and GatherFinalLighting()
                     
                    
                        20:29handmade_render_group.cpp: Introduce RayCast(), ComputeLightPropagation() and GatherFinalLighting()
                     
                 
                
                    27:46Blackboard: Surface facing direction
                    
                        27:46Blackboard: Surface facing direction
                     
                    
                        27:46Blackboard: Surface facing direction
                     
                 
                
                    29:15handmade_world_mode.h: Only store one direction in the lighting_element
                    
                        29:15handmade_world_mode.h: Only store one direction in the lighting_element
                     
                    
                        29:15handmade_world_mode.h: Only store one direction in the lighting_element
                     
                 
                
                    30:43handmade_render_group.cpp: Continue to implement RayCast()
                    
                        30:43handmade_render_group.cpp: Continue to implement RayCast()
                     
                    
                        30:43handmade_render_group.cpp: Continue to implement RayCast()
                     
                 
                
                    32:28handmade_render_group.cpp: Implement GatherFinalLighting()
                    
                        32:28handmade_render_group.cpp: Implement GatherFinalLighting()
                     
                    
                        32:28handmade_render_group.cpp: Implement GatherFinalLighting()
                     
                 
                
                    40:47Blackboard: Emittance distance contribution
                    
                        40:47Blackboard: Emittance distance contribution
                     
                    
                        40:47Blackboard: Emittance distance contribution
                     
                 
                
                    43:39handmade_render_group.cpp: Continue to implement GatherFinalLighting() without diminishing by distance
                    
                        43:39handmade_render_group.cpp: Continue to implement GatherFinalLighting() without diminishing by distance
                     
                    
                        43:39handmade_render_group.cpp: Continue to implement GatherFinalLighting() without diminishing by distance
                     
                 
                
                    51:33handmade_render_group.cpp: Determine to implement ComputeLightPropagation()
                    
                        51:33handmade_render_group.cpp: Determine to implement ComputeLightPropagation()
                     
                    
                        51:33handmade_render_group.cpp: Determine to implement ComputeLightPropagation()
                     
                 
                
                    53:04Blackboard: Projecting from emitters vs from reflectors
                    
                        53:04Blackboard: Projecting from emitters vs from reflectors
                     
                    
                        53:04Blackboard: Projecting from emitters vs from reflectors
                     
                 
                
                    55:50handmade_render_group.cpp: Implement ComputeLightPropagation() casting from emitters to reflectors
                    
                        55:50handmade_render_group.cpp: Implement ComputeLightPropagation() casting from emitters to reflectors
                     
                    
                        55:50handmade_render_group.cpp: Implement ComputeLightPropagation() casting from emitters to reflectors
                     
                 
                
                    1:00:42Consider prohibiting ourselves from hitting the same reflector twice
                    
                        1:00:42Consider prohibiting ourselves from hitting the same reflector twice
                     
                    
                        1:00:42Consider prohibiting ourselves from hitting the same reflector twice
                     
                 
                
                    1:04:19handmade_render_group.cpp: Continue to implement ComputeLightPropagation() weighting the emission contribution
                    
                        1:04:19handmade_render_group.cpp: Continue to implement ComputeLightPropagation() weighting the emission contribution
                     
                    
                        1:04:19handmade_render_group.cpp: Continue to implement ComputeLightPropagation() weighting the emission contribution
                     
                 
                
                    1:14:25handmade_render_group.cpp: Enable ExtractReflectorsFromQuads() and ExtractReflectorsFromVerts() to use our newly computed emittance
                    
                        1:14:25handmade_render_group.cpp: Enable ExtractReflectorsFromQuads() and ExtractReflectorsFromVerts() to use our newly computed emittance
                     
                    
                        1:14:25handmade_render_group.cpp: Enable ExtractReflectorsFromQuads() and ExtractReflectorsFromVerts() to use our newly computed emittance
                     
                 
                
                    1:20:06Run the game to see the trippy disco lights
                    
                        1:20:06Run the game to see the trippy disco lights
                     
                    
                        1:20:06Run the game to see the trippy disco lights
                     
                 
                
                    1:21:39handmade_world_mode.cpp: Prevent AddSnakeSegment() from emitting light
                    
                        1:21:39handmade_world_mode.cpp: Prevent AddSnakeSegment() from emitting light
                     
                    
                        1:21:39handmade_world_mode.cpp: Prevent AddSnakeSegment() from emitting light
                     
                 
                
                    1:22:18Run the game to see our current lighting solution with just our hero's light source
                    
                        1:22:18Run the game to see our current lighting solution with just our hero's light source
                     
                    
                        1:22:18Run the game to see our current lighting solution with just our hero's light source
                     
                 
                
                
                    1:23:50@finalspace Before I forgot, please increase the font size in visual studio for debugging; the font size is pretty small. It's not the same size as 4coder uses. Thanks!
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                        1:23:50@finalspace Before I forgot, please increase the font size in visual studio for debugging; the font size is pretty small. It's not the same size as 4coder uses. Thanks!
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                        1:23:50@finalspace Before I forgot, please increase the font size in visual studio for debugging; the font size is pretty small. It's not the same size as 4coder uses. Thanks!
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                    1:24:46@lclhstr Ah well... shareware visual studio
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                        1:24:46@lclhstr Ah well... shareware visual studio
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                        1:24:46@lclhstr Ah well... shareware visual studio
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                    1:25:21@thesizik Haven't you made an account for VS on a previous stream?
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                        1:25:21@thesizik Haven't you made an account for VS on a previous stream?
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                        1:25:21@thesizik Haven't you made an account for VS on a previous stream?
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                    1:25:37@stanpancakes Has 4coder open, runs notepad to write a TODO
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                        1:25:37@stanpancakes Has 4coder open, runs notepad to write a TODO
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                        1:25:37@stanpancakes Has 4coder open, runs notepad to write a TODO
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                    1:26:19@lclhstr Yeah, no malicious intent with my statement. I just find it funny how it expires after 30 days without you giving them "customer data"
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                        1:26:19@lclhstr Yeah, no malicious intent with my statement. I just find it funny how it expires after 30 days without you giving them "customer data"
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                        1:26:19@lclhstr Yeah, no malicious intent with my statement. I just find it funny how it expires after 30 days without you giving them "customer data"
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                    1:30:06@simekone Did you try ConEmu instead of stock Command Prompt? I love Quake Console effect it delivers
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                        1:30:06@simekone Did you try ConEmu instead of stock Command Prompt? I love Quake Console effect it delivers
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                        1:30:06@simekone Did you try ConEmu instead of stock Command Prompt? I love Quake Console effect it delivers
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                    1:30:33@finalspace The good times for paying software and are happy are totally over
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                        1:30:33@finalspace The good times for paying software and are happy are totally over
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                        1:30:33@finalspace The good times for paying software and are happy are totally over
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                    1:31:03@tinforma Couldn't follow for a long time. Have you done something with automated (unit) testing or are you planning to?
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                        1:31:03@tinforma Couldn't follow for a long time. Have you done something with automated (unit) testing or are you planning to?
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                        1:31:03@tinforma Couldn't follow for a long time. Have you done something with automated (unit) testing or are you planning to?
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                    1:33:16@cewxel How do you keep your motivation going on long running projects?
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                        1:33:16@cewxel How do you keep your motivation going on long running projects?
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                        1:33:16@cewxel How do you keep your motivation going on long running projects?
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