Raycasting AABBs Directly
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0:01Recap and set the stage for the day
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0:01Recap and set the stage for the day
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0:01Recap and set the stage for the day
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0:53Run the game with the determination to raycast lighting boxes directly
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0:53Run the game with the determination to raycast lighting boxes directly
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0:53Run the game with the determination to raycast lighting boxes directly
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3:07Move the Surface computations from LightingTest() into RayCast()
3:07Move the Surface computations from LightingTest() into RayCast()
3:07Move the Surface computations from LightingTest() into RayCast()
6:30Replace HitSurface in AccumulateSample() and RayCast() with a lighting_box
6:30Replace HitSurface in AccumulateSample() and RayCast() with a lighting_box
6:30Replace HitSurface in AccumulateSample() and RayCast() with a lighting_box
16:10Run the game to see our slow lighting solution, and determine to investigate the slowness
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16:10Run the game to see our slow lighting solution, and determine to investigate the slowness
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16:10Run the game to see our slow lighting solution, and determine to investigate the slowness
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18:01Add a TIMED_FUNCTION in RayCast()
18:01Add a TIMED_FUNCTION in RayCast()
18:01Add a TIMED_FUNCTION in RayCast()
18:22Run the game and consult the profiler to see that RayCast() is our most costly function
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18:22Run the game and consult the profiler to see that RayCast() is our most costly function
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18:22Run the game and consult the profiler to see that RayCast() is our most costly function
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19:48Check the day1,2
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19:48Check the day1,2
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19:48Check the day1,2
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20:30Raycasting Against AABB
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20:30Raycasting Against AABB
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20:30Raycasting Against AABB
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24:14Relieve RayCast() of testing RaySourceN for every surface
24:14Relieve RayCast() of testing RaySourceN for every surface
24:14Relieve RayCast() of testing RaySourceN for every surface
29:17Run the game to see that we halved the cost of RayCast()
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29:17Run the game to see that we halved the cost of RayCast()
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29:17Run the game to see that we halved the cost of RayCast()
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29:56Relieve RayCast() of using redundant data
29:56Relieve RayCast() of using redundant data
29:56Relieve RayCast() of using redundant data
32:26Run the game to see that that didn't speed it up
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32:26Run the game to see that that didn't speed it up
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32:26Run the game to see that that didn't speed it up
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32:34Make RayCast() perform inline the functionality of GetBoxSurface()
32:34Make RayCast() perform inline the functionality of GetBoxSurface()
32:34Make RayCast() perform inline the functionality of GetBoxSurface()
34:25Run the game to see that that halved the cost of RayCast()
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34:25Run the game to see that that halved the cost of RayCast()
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34:25Run the game to see that that halved the cost of RayCast()
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35:00Relieve RayCast() of performing redundant work originally necessitated by GetBoxSurface()
35:00Relieve RayCast() of performing redundant work originally necessitated by GetBoxSurface()
35:00Relieve RayCast() of performing redundant work originally necessitated by GetBoxSurface()
38:52Run the game to see that the lighting is bustedα
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38:52Run the game to see that the lighting is bustedα
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38:52Run the game to see that the lighting is bustedα
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39:22Reenable RayCast() to actually compute all the lighting
39:22Reenable RayCast() to actually compute all the lighting
39:22Reenable RayCast() to actually compute all the lighting
42:05Run the game to see that our lighting is back
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42:05Run the game to see that our lighting is back
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42:05Run the game to see that our lighting is back
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42:38Optimise the Normal value out of RayCast() and introduce a Sign value
42:38Optimise the Normal value out of RayCast() and introduce a Sign value
42:38Optimise the Normal value out of RayCast() and introduce a Sign value
50:30Run the game to see that we're a little faster
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50:30Run the game to see that we're a little faster
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50:30Run the game to see that we're a little faster
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50:34Optimise the SignX value out of RayCast()
50:34Optimise the SignX value out of RayCast()
50:34Optimise the SignX value out of RayCast()
53:22Optimise the HalfWidth and HalfHeight values out of RayCast()
53:22Optimise the HalfWidth and HalfHeight values out of RayCast()
53:22Optimise the HalfWidth and HalfHeight values out of RayCast()
54:21Optimise the Width and Height inner product computations out of RayCast()
54:21Optimise the Width and Height inner product computations out of RayCast()
54:21Optimise the Width and Height inner product computations out of RayCast()
58:39Run the game to see that we are down below 60ms
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58:39Run the game to see that we are down below 60ms
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58:39Run the game to see that we are down below 60ms
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58:55Change RelOrigin to be relative to the MinCorner in RayCast()
58:55Change RelOrigin to be relative to the MinCorner in RayCast()
58:55Change RelOrigin to be relative to the MinCorner in RayCast()
1:03:16Run the game to see that the lighting is different and investigate why
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1:03:16Run the game to see that the lighting is different and investigate why
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1:03:16Run the game to see that the lighting is different and investigate why
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1:04:39Revert that RelOrigin change
1:04:39Revert that RelOrigin change
1:04:39Revert that RelOrigin change
1:05:11Determining the ray intersection point more efficiently
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1:05:11Determining the ray intersection point more efficiently
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1:05:11Determining the ray intersection point more efficiently
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1:06:53Try again to make RayCast() use the HalfWidth and HalfHeight instead of Width and Height
1:06:53Try again to make RayCast() use the HalfWidth and HalfHeight instead of Width and Height
1:06:53Try again to make RayCast() use the HalfWidth and HalfHeight instead of Width and Height
1:07:25Run the game to see that the lighting is wrong again
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1:07:25Run the game to see that the lighting is wrong again
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1:07:25Run the game to see that the lighting is wrong again
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1:08:09Make RayCast() correctly compute the Width and Height
1:08:09Make RayCast() correctly compute the Width and Height
1:08:09Make RayCast() correctly compute the Width and Height
1:08:40Run the game to see that the lighting remains correct
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1:08:40Run the game to see that the lighting remains correct
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1:08:40Run the game to see that the lighting remains correct
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1:08:43Consider storing the Span and P in the Box
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1:08:43Consider storing the Span and P in the Box
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1:08:43Consider storing the Span and P in the Box
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1:09:17Run the game to see that we are at 52ms
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1:09:17Run the game to see that we are at 52ms
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1:09:17Run the game to see that we are at 52ms
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1:09:37Toggle off the snake in PlayWorld()
1:09:37Toggle off the snake in PlayWorld()
1:09:37Toggle off the snake in PlayWorld()
1:09:54Run the game to see that we are at 26ms
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1:09:54Run the game to see that we are at 26ms
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1:09:54Run the game to see that we are at 26ms
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1:10:07Relieve RayCast() of doing an extra comparison of XCheck and YCheck with Width and Height respectively
1:10:07Relieve RayCast() of doing an extra comparison of XCheck and YCheck with Width and Height respectively
1:10:07Relieve RayCast() of doing an extra comparison of XCheck and YCheck with Width and Height respectively
1:10:30Run the game to see that we are about the same
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1:10:30Run the game to see that we are about the same
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1:10:30Run the game to see that we are about the same
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1:10:46Add P and Radius to lighting_box for RayCast(), GetBoxSurface() and PushCube() to use
1:10:46Add P and Radius to lighting_box for RayCast(), GetBoxSurface() and PushCube() to use
1:10:46Add P and Radius to lighting_box for RayCast(), GetBoxSurface() and PushCube() to use
1:21:54Run the game to see black lighting
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1:21:54Run the game to see black lighting
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1:21:54Run the game to see black lighting
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1:23:16Step in to GetBoxSurface() and inspect its values
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1:23:16Step in to GetBoxSurface() and inspect its values
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1:23:16Step in to GetBoxSurface() and inspect its values
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1:25:34Make PushCube() correctly set the P and Radius
1:25:34Make PushCube() correctly set the P and Radius
1:25:34Make PushCube() correctly set the P and Radius
1:26:24Run the game to see that the lighting is better
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1:26:24Run the game to see that the lighting is better
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1:26:24Run the game to see that the lighting is better
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1:27:13Toggle back on the snake in PlayWorld()
1:27:13Toggle back on the snake in PlayWorld()
1:27:13Toggle back on the snake in PlayWorld()
1:27:24Run the game to see that we're at 47ms
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1:27:24Run the game to see that we're at 47ms
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1:27:24Run the game to see that we're at 47ms
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1:28:43Toggle off the TIMED_FUNCTION in RayCast()
1:28:43Toggle off the TIMED_FUNCTION in RayCast()
1:28:43Toggle off the TIMED_FUNCTION in RayCast()
1:28:52Run the game to see that we are below 40ms
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1:28:52Run the game to see that we are below 40ms
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1:28:52Run the game to see that we are below 40ms
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1:29:14Try to unroll the Axis loop in RayCast()
1:29:14Try to unroll the Axis loop in RayCast()
1:29:14Try to unroll the Axis loop in RayCast()
1:33:08Run the game to see that we are below 30ms
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1:33:08Run the game to see that we are below 30ms
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1:33:08Run the game to see that we are below 30ms
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1:33:50Further compress the Axis "cases" in RayCast()
1:33:50Further compress the Axis "cases" in RayCast()
1:33:50Further compress the Axis "cases" in RayCast()
1:37:28Run the game to see that we remain below 30ms
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1:37:28Run the game to see that we remain below 30ms
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1:37:28Run the game to see that we remain below 30ms
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1:37:38Relieve RayCast() of multiplying the Sign in to RaySourceN and d
1:37:38Relieve RayCast() of multiplying the Sign in to RaySourceN and d
1:37:38Relieve RayCast() of multiplying the Sign in to RaySourceN and d
1:38:53Run the game to see that we remain below 30ms
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1:38:53Run the game to see that we remain below 30ms
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1:38:53Run the game to see that we remain below 30ms
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1:39:21Consider removing the Sign computation from RayCast()
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1:39:21Consider removing the Sign computation from RayCast()
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1:39:21Consider removing the Sign computation from RayCast()
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1:41:13Switch back to the looped version of RayCast() and relive that of multiplying the Sign in to the RaySourceN and d
1:41:13Switch back to the looped version of RayCast() and relive that of multiplying the Sign in to the RaySourceN and d
1:41:13Switch back to the looped version of RayCast() and relive that of multiplying the Sign in to the RaySourceN and d
1:42:04Run the game
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1:42:04Run the game
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1:42:04Run the game
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1:42:16Q&A
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1:42:16Q&A
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1:42:16Q&A
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1:43:32gprincip Q: Is the lighting done after this?
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1:43:32gprincip Q: Is the lighting done after this?
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1:43:32gprincip Q: Is the lighting done after this?
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1:43:48Miblo Q: You may now sort the episode guide entries from "new to old"3
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1:43:48Miblo Q: You may now sort the episode guide entries from "new to old"3
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1:43:48Miblo Q: You may now sort the episode guide entries from "new to old"3
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1:44:12stuckpanda Q: Which headers do you include for working with OpenGL?
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1:44:12stuckpanda Q: Which headers do you include for working with OpenGL?
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1:44:12stuckpanda Q: Which headers do you include for working with OpenGL?
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1:44:310lpbm Q: How long until you'll move all of this to the GPU?
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1:44:310lpbm Q: How long until you'll move all of this to the GPU?
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1:44:310lpbm Q: How long until you'll move all of this to the GPU?
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1:46:12praet_a51 Q: Why did inlining GetBoxSurface() in RayCast() result in such an improvement?
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1:46:12praet_a51 Q: Why did inlining GetBoxSurface() in RayCast() result in such an improvement?
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1:46:12praet_a51 Q: Why did inlining GetBoxSurface() in RayCast() result in such an improvement?
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1:47:54frostyninja Q: Will the lighting boxes remain sort of separate from the rest of the render commands flow?
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1:47:54frostyninja Q: Will the lighting boxes remain sort of separate from the rest of the render commands flow?
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1:47:54frostyninja Q: Will the lighting boxes remain sort of separate from the rest of the render commands flow?
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1:48:09praet_a51 Q: Great stream by the way and the lighting looks great
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1:48:09praet_a51 Q: Great stream by the way and the lighting looks great
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1:48:09praet_a51 Q: Great stream by the way and the lighting looks great
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1:48:43filiadelski Q: In my engine I have 3D models that contain a buffer of uint8 which is cast to a struct which contains OpenGL handles for the model. My instinct is to hide the OpenGL stuff from the game engine itself - is this a good idea or should I just give in to the OpenGL overlords and put #include <GL/gl.h> in my game code? Maybe I'm just being dogmatic
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1:48:43filiadelski Q: In my engine I have 3D models that contain a buffer of uint8 which is cast to a struct which contains OpenGL handles for the model. My instinct is to hide the OpenGL stuff from the game engine itself - is this a good idea or should I just give in to the OpenGL overlords and put #include <GL/gl.h> in my game code? Maybe I'm just being dogmatic
🗪
1:48:43filiadelski Q: In my engine I have 3D models that contain a buffer of uint8 which is cast to a struct which contains OpenGL handles for the model. My instinct is to hide the OpenGL stuff from the game engine itself - is this a good idea or should I just give in to the OpenGL overlords and put #include <GL/gl.h> in my game code? Maybe I'm just being dogmatic
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1:50:14skyvaultgames Q: When the Jai programming language stabilizes, will you be considering using it for future handmade projects?
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1:50:14skyvaultgames Q: When the Jai programming language stabilizes, will you be considering using it for future handmade projects?
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1:50:14skyvaultgames Q: When the Jai programming language stabilizes, will you be considering using it for future handmade projects?
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1:50:52stuckpanda Q: Is there an episode that explains some generalities about what OpenGL shaders are?4,5
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1:50:52stuckpanda Q: Is there an episode that explains some generalities about what OpenGL shaders are?4,5
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1:50:52stuckpanda Q: Is there an episode that explains some generalities about what OpenGL shaders are?4,5
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1:51:54Wrap it up
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1:51:54Wrap it up
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1:51:54Wrap it up
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