Encoding Light Values
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0:03Address Patreon's proposed fee change of December 20171
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0:03Address Patreon's proposed fee change of December 20171
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0:03Address Patreon's proposed fee change of December 20171
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2:31Plug the Annotated Episode Guide,2 Handmade Network3 - began by abnercoimbre, ChronalDragon and Kelimion - mr4thdimension's 4coder and serge_rgb's milton
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2:31Plug the Annotated Episode Guide,2 Handmade Network3 - began by abnercoimbre, ChronalDragon and Kelimion - mr4thdimension's 4coder and serge_rgb's milton
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2:31Plug the Annotated Episode Guide,2 Handmade Network3 - began by abnercoimbre, ChronalDragon and Kelimion - mr4thdimension's 4coder and serge_rgb's milton
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5:12Continue to address Patreon's fee change4
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5:12Continue to address Patreon's fee change4
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5:12Continue to address Patreon's fee change4
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17:47Mention the chair, a SPACE Seating Professional AirGrid Dark Back and Padded Black Eco Leather Seat…5
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17:47Mention the chair, a SPACE Seating Professional AirGrid Dark Back and Padded Black Eco Leather Seat…5
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17:47Mention the chair, a SPACE Seating Professional AirGrid Dark Back and Padded Black Eco Leather Seat…5
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21:14Segue out of the preamble
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21:14Segue out of the preamble
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21:14Segue out of the preamble
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22:08Run the game to see our current lighting solution
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22:08Run the game to see our current lighting solution
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22:08Run the game to see our current lighting solution
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26:16Make CompileZBiasProgram() clamp the DirFalloff
26:16Make CompileZBiasProgram() clamp the DirFalloff
26:16Make CompileZBiasProgram() clamp the DirFalloff
28:07Run the game to see dramatically different lighting results
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28:07Run the game to see dramatically different lighting results
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28:07Run the game to see dramatically different lighting results
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29:14Prevent RayCast() from tinting the light grey
29:14Prevent RayCast() from tinting the light grey
29:14Prevent RayCast() from tinting the light grey
29:51Run the game and consider that the ray caster is wrong
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29:51Run the game and consider that the ray caster is wrong
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29:51Run the game and consider that the ray caster is wrong
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31:11TODO(casey): Need a skylight method that works with our propagation
31:11TODO(casey): Need a skylight method that works with our propagation
31:11TODO(casey): Need a skylight method that works with our propagation
32:37Mention the office espresso machine
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32:37Mention the office espresso machine
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32:37Mention the office espresso machine
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34:01Read through RayCast()
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34:01Read through RayCast()
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34:01Read through RayCast()
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35:50Wax lyrical on milton and its creator serge_rgb
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35:50Wax lyrical on milton and its creator serge_rgb
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35:50Wax lyrical on milton and its creator serge_rgb
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36:33Raycast Debugging
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36:33Raycast Debugging
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36:33Raycast Debugging
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43:43Explain RayCast() complete with blackboard illustrations
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43:43Explain RayCast() complete with blackboard illustrations
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43:43Explain RayCast() complete with blackboard illustrations
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54:09Consider what may be going wrong in RayCast()
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54:09Consider what may be going wrong in RayCast()
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54:09Consider what may be going wrong in RayCast()
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56:22How GatherFinalLighting() may be incorrectly generating uniform samples without a hemisphere
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56:22How GatherFinalLighting() may be incorrectly generating uniform samples without a hemisphere
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56:22How GatherFinalLighting() may be incorrectly generating uniform samples without a hemisphere
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59:20Run the game to see light sailing out of the back of geometry
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59:20Run the game to see light sailing out of the back of geometry
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59:20Run the game to see light sailing out of the back of geometry
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1:00:00Introduce SampleHemisphere()
1:00:00Introduce SampleHemisphere()
1:00:00Introduce SampleHemisphere()
1:01:32Run the game to see the same lighting results
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1:01:32Run the game to see the same lighting results
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1:01:32Run the game to see the same lighting results
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1:02:04Consider how to improve SampleHemisphere(), preventing the back-face problem
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1:02:04Consider how to improve SampleHemisphere(), preventing the back-face problem
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1:02:04Consider how to improve SampleHemisphere(), preventing the back-face problem
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1:06:27Halve the range of normals that SampleHemisphere() will produce
1:06:27Halve the range of normals that SampleHemisphere() will produce
1:06:27Halve the range of normals that SampleHemisphere() will produce
1:06:47Run the game to see light still emanating from back faces
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1:06:47Run the game to see light still emanating from back faces
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1:06:47Run the game to see light still emanating from back faces
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1:08:18Increase light intensity
1:08:18Increase light intensity
1:08:18Increase light intensity
1:09:10Run the game to see that we must be capping the maximum light brightness
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1:09:10Run the game to see that we must be capping the maximum light brightness
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1:09:10Run the game to see that we must be capping the maximum light brightness
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1:11:07Consider how better to encode the lighting
1:11:07Consider how better to encode the lighting
1:11:07Consider how better to encode the lighting
1:13:42Introduce the notion of LightPower in OutputLightingTextures()
1:13:42Introduce the notion of LightPower in OutputLightingTextures()
1:13:42Introduce the notion of LightPower in OutputLightingTextures()
1:16:39Enable CompileZBiasProgram() to handle LightPower
1:16:39Enable CompileZBiasProgram() to handle LightPower
1:16:39Enable CompileZBiasProgram() to handle LightPower
1:18:14Run the game to see that we didn't do that correctly
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1:18:14Run the game to see that we didn't do that correctly
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1:18:14Run the game to see that we didn't do that correctly
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1:18:50Make OutputLightingTextures() use the Element to compute the LightColor
1:18:50Make OutputLightingTextures() use the Element to compute the LightColor
1:18:50Make OutputLightingTextures() use the Element to compute the LightColor
1:19:26Run the game to see our much more powerful light and the back-face leakage
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1:19:26Run the game to see our much more powerful light and the back-face leakage
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1:19:26Run the game to see our much more powerful light and the back-face leakage
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1:22:52Assert in SampleHemisphere() that we never sample from behind the hemisphere
1:22:52Assert in SampleHemisphere() that we never sample from behind the hemisphere
1:22:52Assert in SampleHemisphere() that we never sample from behind the hemisphere
1:23:18Run the game and do not hit that assertion
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1:23:18Run the game and do not hit that assertion
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1:23:18Run the game and do not hit that assertion
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1:23:23Enable OutputTextureDebug() to correctly interpret the lighting alpha values
1:23:23Enable OutputTextureDebug() to correctly interpret the lighting alpha values
1:23:23Enable OutputTextureDebug() to correctly interpret the lighting alpha values
1:25:28Run the game to see that our lighting samples are heavily red
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1:25:28Run the game to see that our lighting samples are heavily red
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1:25:28Run the game to see that our lighting samples are heavily red
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1:26:19Increase the voxel resolution
1:26:19Increase the voxel resolution
1:26:19Increase the voxel resolution
1:26:43Run the game to see different artifacts
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1:26:43Run the game to see different artifacts
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1:26:43Run the game to see different artifacts
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1:27:40Temporarily try to make RayCast() collide against back faces
1:27:40Temporarily try to make RayCast() collide against back faces
1:27:40Temporarily try to make RayCast() collide against back faces
1:28:11Run the game to see different light leakage
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1:28:11Run the game to see different light leakage
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1:28:11Run the game to see different light leakage
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1:30:22Toggle OutputLighting() over to OutputLightingQuads()
1:30:22Toggle OutputLighting() over to OutputLightingQuads()
1:30:22Toggle OutputLighting() over to OutputLightingQuads()
1:30:57Run the game to see the lit quads, noting that we have a double-counting problem
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1:30:57Run the game to see the lit quads, noting that we have a double-counting problem
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1:30:57Run the game to see the lit quads, noting that we have a double-counting problem
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1:32:41Add LightingDisabled to game_render_settings and enable CompileZBiasProgram() to honour this setting
1:32:41Add LightingDisabled to game_render_settings and enable CompileZBiasProgram() to honour this setting
1:32:41Add LightingDisabled to game_render_settings and enable CompileZBiasProgram() to honour this setting
1:35:17Add a LightingDisabled switch to GameUpdateAndRender()
1:35:17Add a LightingDisabled switch to GameUpdateAndRender()
1:35:17Add a LightingDisabled switch to GameUpdateAndRender()
1:35:50Run the game and unsuccessfully toggle LightingDisabled
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1:35:50Run the game and unsuccessfully toggle LightingDisabled
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1:35:50Run the game and unsuccessfully toggle LightingDisabled
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1:36:27Introduce MemoryIsEqual()
1:36:27Introduce MemoryIsEqual()
1:36:27Introduce MemoryIsEqual()
1:39:09Run the game and successfully toggle LightingDisabled
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1:39:09Run the game and successfully toggle LightingDisabled
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1:39:09Run the game and successfully toggle LightingDisabled
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1:40:08Introduce DecodePower()
1:40:08Introduce DecodePower()
1:40:08Introduce DecodePower()
1:43:07Run the game and take a look at the lighting
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1:43:07Run the game and take a look at the lighting
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1:43:07Run the game and take a look at the lighting
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1:43:45Reduce the light power and run the game to see hot lighting
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1:43:45Reduce the light power and run the game to see hot lighting
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1:43:45Reduce the light power and run the game to see hot lighting
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1:45:10Consider enabling us to dynamically set the Lighting Iteration Count
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1:45:10Consider enabling us to dynamically set the Lighting Iteration Count
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1:45:10Consider enabling us to dynamically set the Lighting Iteration Count
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1:46:34Run the game to confirm the presence of Iteration Count in the debug system ui
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1:46:34Run the game to confirm the presence of Iteration Count in the debug system ui
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1:46:34Run the game to confirm the presence of Iteration Count in the debug system ui
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1:47:35Provide the ability to set the Lighting Iteration Count dynamically
1:47:35Provide the ability to set the Lighting Iteration Count dynamically
1:47:35Provide the ability to set the Lighting Iteration Count dynamically
1:48:23Run the game and try increasing the lighting iteration count
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1:48:23Run the game and try increasing the lighting iteration count
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1:48:23Run the game and try increasing the lighting iteration count
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1:50:56Consider the future of lighting
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1:50:56Consider the future of lighting
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1:50:56Consider the future of lighting
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1:52:00Q&A
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1:52:00Q&A
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1:52:00Q&A
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1:52:40flyingsolomon Q: Don't forget that you can now indent your shaders (if you updated 4coder)
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1:52:40flyingsolomon Q: Don't forget that you can now indent your shaders (if you updated 4coder)
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1:52:40flyingsolomon Q: Don't forget that you can now indent your shaders (if you updated 4coder)
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1:53:21jojomunki Q: Could the raycasting be bouncing off the bounds of the scene?
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1:53:21jojomunki Q: Could the raycasting be bouncing off the bounds of the scene?
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1:53:21jojomunki Q: Could the raycasting be bouncing off the bounds of the scene?
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1:53:41dragoonx6 SpeedCrunch6 for a great replacement of wincalc
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1:53:41dragoonx6 SpeedCrunch6 for a great replacement of wincalc
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1:53:41dragoonx6 SpeedCrunch6 for a great replacement of wincalc
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1:54:45deepbluev7 Q: Could Liberapay7 be a replacement for Patreon? It's nonprofit and payed for by donations to its own Liberapay account
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1:54:45deepbluev7 Q: Could Liberapay7 be a replacement for Patreon? It's nonprofit and payed for by donations to its own Liberapay account
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1:54:45deepbluev7 Q: Could Liberapay7 be a replacement for Patreon? It's nonprofit and payed for by donations to its own Liberapay account
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1:57:40ieee754 Q: Just hopped into the stream, are you working on a global illumination approach specific for 2.5D?8
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1:57:40ieee754 Q: Just hopped into the stream, are you working on a global illumination approach specific for 2.5D?8
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1:57:40ieee754 Q: Just hopped into the stream, are you working on a global illumination approach specific for 2.5D?8
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2:00:54quickshift_ Q: I'm out of the loop. What's up with Patreon?9
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2:00:54quickshift_ Q: I'm out of the loop. What's up with Patreon?9
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2:00:54quickshift_ Q: I'm out of the loop. What's up with Patreon?9
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2:21:10deravadom Q: I've been having a lot of trouble staying motivated / inspired for new projects. Do you have any tips on how to take an idea and actually bring it fully into existence?
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2:21:10deravadom Q: I've been having a lot of trouble staying motivated / inspired for new projects. Do you have any tips on how to take an idea and actually bring it fully into existence?
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2:21:10deravadom Q: I've been having a lot of trouble staying motivated / inspired for new projects. Do you have any tips on how to take an idea and actually bring it fully into existence?
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2:25:22printf_armin Q: Did you get depends to work (the new version)
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2:25:22printf_armin Q: Did you get depends to work (the new version)
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2:25:22printf_armin Q: Did you get depends to work (the new version)
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2:25:35stav_5 I'm fairly new to the series (only on Day 013) do you recommend coding along with the series? I personally like to just watch and learn rather than copying everything you type, but I don't know
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2:25:35stav_5 I'm fairly new to the series (only on Day 013) do you recommend coding along with the series? I personally like to just watch and learn rather than copying everything you type, but I don't know
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2:25:35stav_5 I'm fairly new to the series (only on Day 013) do you recommend coding along with the series? I personally like to just watch and learn rather than copying everything you type, but I don't know
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2:26:37ieee754 Q: Have you considered applying for twitch partner? (I would subscribe)
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2:26:37ieee754 Q: Have you considered applying for twitch partner? (I would subscribe)
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2:26:37ieee754 Q: Have you considered applying for twitch partner? (I would subscribe)
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2:27:21dragoonx6 Q: Consider getting a bitcoin, litecoin, and ethereum wallet, it's an easy way for people to donate. It's hard to get your money out of it, though, but I think it could be worth it
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2:27:21dragoonx6 Q: Consider getting a bitcoin, litecoin, and ethereum wallet, it's an easy way for people to donate. It's hard to get your money out of it, though, but I think it could be worth it
🗪
2:27:21dragoonx6 Q: Consider getting a bitcoin, litecoin, and ethereum wallet, it's an easy way for people to donate. It's hard to get your money out of it, though, but I think it could be worth it
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2:28:26kelimion Blog post about Patreon onboarding10
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2:28:26kelimion Blog post about Patreon onboarding10
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2:28:26kelimion Blog post about Patreon onboarding10
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2:33:43“What is a .1 engineer?”α
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2:33:43“What is a .1 engineer?”α
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2:33:43“What is a .1 engineer?”α
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2:34:24Continue to address the blog post11
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2:34:24Continue to address the blog post11
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2:34:24Continue to address the blog post11
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2:41:13dragoonx6 Q: What do you think of git lfs, or any other git large asset plugins over centralized source control such as svn or perforce? I've been taking a look and for free (as in pay) solution I actually came to mercurial with its large asset plugin. What do you recommend?
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2:41:13dragoonx6 Q: What do you think of git lfs, or any other git large asset plugins over centralized source control such as svn or perforce? I've been taking a look and for free (as in pay) solution I actually came to mercurial with its large asset plugin. What do you recommend?
🗪
2:41:13dragoonx6 Q: What do you think of git lfs, or any other git large asset plugins over centralized source control such as svn or perforce? I've been taking a look and for free (as in pay) solution I actually came to mercurial with its large asset plugin. What do you recommend?
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2:45:02Wrap it up
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2:45:02Wrap it up
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2:45:02Wrap it up
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