Connecting the Overworld Map
?
?

Keyboard Navigation

Global Keys

[, < / ], > Jump to previous / next episode
W, K, P / S, J, N Jump to previous / next timestamp
t / T Toggle theatre / SUPERtheatre mode
V Revert filter to original state Y Select link (requires manual Ctrl-c)

Menu toggling

q Quotes r References f Filter y Link c Credits

In-Menu and Index Controls

a
w
s
d
h j k l


Esc Close menu / unfocus timestamp

Quotes and References Menus and Index

Enter Jump to timestamp

Quotes, References and Credits Menus

o Open URL (in new tab)

Filter Menu

x, Space Toggle category and focus next
X, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus

Filter and Link Menus

z Toggle filter / linking mode

Credits Menu

Enter Open URL (in new tab)
0:00Recap and set the stage for the day
🗩
0:00Recap and set the stage for the day
🗩
0:00Recap and set the stage for the day
🗩
0:35Demo our sparse overworld layout
🏃
0:35Demo our sparse overworld layout
🏃
0:35Demo our sparse overworld layout
🏃
0:59Thicken the location outline from 0.01 to 0.1
0:59Thicken the location outline from 0.01 to 0.1
0:59Thicken the location outline from 0.01 to 0.1
1:22Demo our annulus-based location regeneration
🏃
1:22Demo our annulus-based location regeneration
🏃
1:22Demo our annulus-based location regeneration
🏃
5:49Determine to connect locations with paths
🏃
5:49Determine to connect locations with paths
🏃
5:49Determine to connect locations with paths
🏃
7:24orclockx Is he using compute shaders?
🗪
7:24orclockx Is he using compute shaders?
🗪
7:24orclockx Is he using compute shaders?
🗪
7:54dustdrown For the entire rendering I think is what he meant
🗪
7:54dustdrown For the entire rendering I think is what he meant
🗪
7:54dustdrown For the entire rendering I think is what he meant
🗪
8:08Determine to compute a connectivity graph for our locations
🏃
8:08Determine to compute a connectivity graph for our locations
🏃
8:08Determine to compute a connectivity graph for our locations
🏃
9:50Check the chat
🗹
9:50Check the chat
🗹
9:50Check the chat
🗹
10:29Compute shaders
🗩
10:29Compute shaders
🗩
10:29Compute shaders
🗩
11:36roblon These questions are so off-topic
🗪
11:36roblon These questions are so off-topic
🗪
11:36roblon These questions are so off-topic
🗪
12:23Overflow the debug system
🏃
12:23Overflow the debug system
🏃
12:23Overflow the debug system
🏃
13:46Consider clustering up locations
📖
13:46Consider clustering up locations
📖
13:46Consider clustering up locations
📖
15:24Determine to create waypoint locations
📖
15:24Determine to create waypoint locations
📖
15:24Determine to create waypoint locations
📖
15:48Demo our need for waypoints
🏃
15:48Demo our need for waypoints
🏃
15:48Demo our need for waypoints
🏃
17:06Add a WorldLoc_NavRoom and introduce CreateNavRoom()
17:06Add a WorldLoc_NavRoom and introduce CreateNavRoom()
17:06Add a WorldLoc_NavRoom and introduce CreateNavRoom()
18:20Determine to fill gaps in the map with nav rooms
🏃
18:20Determine to fill gaps in the map with nav rooms
🏃
18:20Determine to fill gaps in the map with nav rooms
🏃
18:46Enable LayoutOverworld() to generate nav rooms
18:46Enable LayoutOverworld() to generate nav rooms
18:46Enable LayoutOverworld() to generate nav rooms
21:01Hit our max iteration assertion in PickPointInAnnulus()
🏃
21:01Hit our max iteration assertion in PickPointInAnnulus()
🏃
21:01Hit our max iteration assertion in PickPointInAnnulus()
🏃
21:33Let the world generator complete if locations cannot be placed, augmenting world_gen_annulus with RequirePlacement, and introducing world_gen_pick_v2
21:33Let the world generator complete if locations cannot be placed, augmenting world_gen_annulus with RequirePlacement, and introducing world_gen_pick_v2
21:33Let the world generator complete if locations cannot be placed, augmenting world_gen_annulus with RequirePlacement, and introducing world_gen_pick_v2
26:42We have one green waypoint, standing at the edge
🏃
26:42We have one green waypoint, standing at the edge
🏃
26:42We have one green waypoint, standing at the edge
🏃
26:53Decrease MinDist from 60 to 30 for the nav rooms in LayoutOverworld()
26:53Decrease MinDist from 60 to 30 for the nav rooms in LayoutOverworld()
26:53Decrease MinDist from 60 to 30 for the nav rooms in LayoutOverworld()
27:07We have many more waypoints
🏃
27:07We have many more waypoints
🏃
27:07We have many more waypoints
🏃
27:38Hit our max iteration assertion in PickPointInAnnulus()
🏃
27:38Hit our max iteration assertion in PickPointInAnnulus()
🏃
27:38Hit our max iteration assertion in PickPointInAnnulus()
🏃
27:55Desire a better annulus picker, and regenerate many layouts
🏃
27:55Desire a better annulus picker, and regenerate many layouts
🏃
27:55Desire a better annulus picker, and regenerate many layouts
🏃
28:28Determine to connect nearby and unobstructed pairs of rooms
📖
28:28Determine to connect nearby and unobstructed pairs of rooms
📖
28:28Determine to connect nearby and unobstructed pairs of rooms
📖
31:20Confirm that we can draw lines
📖
31:20Confirm that we can draw lines
📖
31:20Confirm that we can draw lines
📖
31:50Introduce world_room_connection, and augment world with ConnectionCount and Connections
31:50Introduce world_room_connection, and augment world with ConnectionCount and Connections
31:50Introduce world_room_connection, and augment world with ConnectionCount and Connections
32:46Set up LayoutOverworld() to connect locations
32:46Set up LayoutOverworld() to connect locations
32:46Set up LayoutOverworld() to connect locations
37:08doesntmeananything WutFace
🗪
37:08doesntmeananything WutFace
🗪
37:08doesntmeananything WutFace
🗪
38:14Augment world_room_connectionw with DebugColor and introduce AddWorldConnection(), for LayoutOverworld() to call
38:14Augment world_room_connectionw with DebugColor and introduce AddWorldConnection(), for LayoutOverworld() to call
38:14Augment world_room_connectionw with DebugColor and introduce AddWorldConnection(), for LayoutOverworld() to call
40:49We see no location connections
🏃
40:49We see no location connections
🏃
40:49We see no location connections
🏃
40:56Make UpdateAndRenderWorld() draw the location connections
40:56Make UpdateAndRenderWorld() draw the location connections
40:56Make UpdateAndRenderWorld() draw the location connections
45:04All the locations are connected, but a blue room overlaps the orphanage
🏃
45:04All the locations are connected, but a blue room overlaps the orphanage
🏃
45:04All the locations are connected, but a blue room overlaps the orphanage
🏃
45:47Prevent GenerateRoom() from creating a WorldRoom
45:47Prevent GenerateRoom() from creating a WorldRoom
45:47Prevent GenerateRoom() from creating a WorldRoom
46:47That blue room has gone
🏃
46:47That blue room has gone
🏃
46:47That blue room has gone
🏃
47:09Specify a location connection criterion in LayoutOverworld(): 1) Locations must be nearby
47:09Specify a location connection criterion in LayoutOverworld(): 1) Locations must be nearby
47:09Specify a location connection criterion in LayoutOverworld(): 1) Locations must be nearby
49:00All the locations remain connected
🏃
49:00All the locations remain connected
🏃
49:00All the locations remain connected
🏃
49:08Fix our "nearby" criterion in LayoutOverworld()
49:08Fix our "nearby" criterion in LayoutOverworld()
49:08Fix our "nearby" criterion in LayoutOverworld()
49:19Most rooms are not connected
🏃
49:19Most rooms are not connected
🏃
49:19Most rooms are not connected
🏃
49:29Increase our "nearby" location criterion from 30 to 60
49:29Increase our "nearby" location criterion from 30 to 60
49:29Increase our "nearby" location criterion from 30 to 60
49:38Our rooms are mostly, but not entirely, connected
🏃
49:38Our rooms are mostly, but not entirely, connected
🏃
49:38Our rooms are mostly, but not entirely, connected
🏃
53:43Determine to repair disconnections, using a disjoint-set forest
🏃
53:43Determine to repair disconnections, using a disjoint-set forest
🏃
53:43Determine to repair disconnections, using a disjoint-set forest
🏃
54:20Determine to forcibly connect the closest two rooms of disjoint islands
📖
54:20Determine to forcibly connect the closest two rooms of disjoint islands
📖
54:20Determine to forcibly connect the closest two rooms of disjoint islands
📖
55:05Regenerate many disjoint layouts
🏃
55:05Regenerate many disjoint layouts
🏃
55:05Regenerate many disjoint layouts
🏃
56:04Make LayoutOverworld() draw location connections of satellites in purple, augmenting world_gen_location with ConnectedToOrphanage
56:04Make LayoutOverworld() draw location connections of satellites in purple, augmenting world_gen_location with ConnectedToOrphanage
56:04Make LayoutOverworld() draw location connections of satellites in purple, augmenting world_gen_location with ConnectedToOrphanage
1:01:41Immediately hit our !B->ConnectedToOrphanage assertion in LayoutOverworld()
🏃
1:01:41Immediately hit our !B->ConnectedToOrphanage assertion in LayoutOverworld()
🏃
1:01:41Immediately hit our !B->ConnectedToOrphanage assertion in LayoutOverworld()
🏃
1:01:47Propagate our ConnectedToOrphanage checks in LayoutOverworld()
1:01:47Propagate our ConnectedToOrphanage checks in LayoutOverworld()
1:01:47Propagate our ConnectedToOrphanage checks in LayoutOverworld()
1:03:30Location connections of satellites are purple
🏃
1:03:30Location connections of satellites are purple
🏃
1:03:30Location connections of satellites are purple
🏃
1:04:01Make LayoutOverworld() instead draw all rooms of satellites in purple
1:04:01Make LayoutOverworld() instead draw all rooms of satellites in purple
1:04:01Make LayoutOverworld() instead draw all rooms of satellites in purple
1:06:21Our satellite rooms are not purple
🏃
1:06:21Our satellite rooms are not purple
🏃
1:06:21Our satellite rooms are not purple
🏃
1:06:41Make CreateWorld(), rather than LayoutOverworld(), colour satellite rooms in purple
1:06:41Make CreateWorld(), rather than LayoutOverworld(), colour satellite rooms in purple
1:06:41Make CreateWorld(), rather than LayoutOverworld(), colour satellite rooms in purple
1:07:24Now all rooms are purple
🏃
1:07:24Now all rooms are purple
🏃
1:07:24Now all rooms are purple
🏃
1:07:35Fix the !Loc->ConnectedToOrphanage test in CreateWorld()
1:07:35Fix the !Loc->ConnectedToOrphanage test in CreateWorld()
1:07:35Fix the !Loc->ConnectedToOrphanage test in CreateWorld()
1:07:48Satellite rooms are now coloured purple
🏃
1:07:48Satellite rooms are now coloured purple
🏃
1:07:48Satellite rooms are now coloured purple
🏃
1:08:29Enable LayoutOverworld() to connect satellite locations to the orphanage's locations
1:08:29Enable LayoutOverworld() to connect satellite locations to the orphanage's locations
1:08:29Enable LayoutOverworld() to connect satellite locations to the orphanage's locations
1:10:30dmviper Hey Casey, I just found the Molly Rocket channel on YouTube and I'm only on day 7, but I wanted to thank you for the great content!
🗪
1:10:30dmviper Hey Casey, I just found the Molly Rocket channel on YouTube and I'm only on day 7, but I wanted to thank you for the great content!
🗪
1:10:30dmviper Hey Casey, I just found the Molly Rocket channel on YouTube and I'm only on day 7, but I wanted to thank you for the great content!
🗪
1:10:35Enable LayoutOverworld() to connect satellite locations to the orphanage's locations (cont.)
1:10:35Enable LayoutOverworld() to connect satellite locations to the orphanage's locations (cont.)
1:10:35Enable LayoutOverworld() to connect satellite locations to the orphanage's locations (cont.)
1:13:28We have an unconnected satellite
🏃
1:13:28We have an unconnected satellite
🏃
1:13:28We have an unconnected satellite
🏃
1:13:55Double-check our satellite connection code
📖
1:13:55Double-check our satellite connection code
📖
1:13:55Double-check our satellite connection code
📖
1:14:41Fix typo in the satellite connection code's inner loop
1:14:41Fix typo in the satellite connection code's inner loop
1:14:41Fix typo in the satellite connection code's inner loop
1:14:53Potential satellites are now connected
🏃
1:14:53Potential satellites are now connected
🏃
1:14:53Potential satellites are now connected
🏃
1:18:08Temporarily remove nav rooms
1:18:08Temporarily remove nav rooms
1:18:08Temporarily remove nav rooms
1:18:23It's better without nav rooms
🏃
1:18:23It's better without nav rooms
🏃
1:18:23It's better without nav rooms
🏃
1:18:40Let LayoutOverworld() create fewer nav rooms
1:18:40Let LayoutOverworld() create fewer nav rooms
1:18:40Let LayoutOverworld() create fewer nav rooms
1:18:55Sometimes extra rooms fill in the world too much
🏃
1:18:55Sometimes extra rooms fill in the world too much
🏃
1:18:55Sometimes extra rooms fill in the world too much
🏃
1:19:04Hit our Pick.PassedFilters assertion in LayoutOverworld()
🏃
1:19:04Hit our Pick.PassedFilters assertion in LayoutOverworld()
🏃
1:19:04Hit our Pick.PassedFilters assertion in LayoutOverworld()
🏃
1:19:36Consider a world with fewer nav rooms to feel better
🏃
1:19:36Consider a world with fewer nav rooms to feel better
🏃
1:19:36Consider a world with fewer nav rooms to feel better
🏃
1:20:16Let LayoutOverworld() create between 4 and the DungeonCount nav rooms
1:20:16Let LayoutOverworld() create between 4 and the DungeonCount nav rooms
1:20:16Let LayoutOverworld() create between 4 and the DungeonCount nav rooms
1:20:41Consider forcing nav rooms to have multiple connections
1:20:41Consider forcing nav rooms to have multiple connections
1:20:41Consider forcing nav rooms to have multiple connections
1:21:46wheeel Is a nav room <-> nav room connection also redundant?
🗪
1:21:46wheeel Is a nav room <-> nav room connection also redundant?
🗪
1:21:46wheeel Is a nav room <-> nav room connection also redundant?
🗪
1:21:59technicbeam Somehow I think I would have set the startup view to be way zoomed out ages ago, if I were testing this
🗪
1:21:59technicbeam Somehow I think I would have set the startup view to be way zoomed out ages ago, if I were testing this
🗪
1:21:59technicbeam Somehow I think I would have set the startup view to be way zoomed out ages ago, if I were testing this
🗪
1:23:54mtsmox Q: Maybe just remove nav rooms with one connection?
🗪
1:23:54mtsmox Q: Maybe just remove nav rooms with one connection?
🗪
1:23:54mtsmox Q: Maybe just remove nav rooms with one connection?
🗪
1:24:31Determine to forcibly connect nav rooms following the trajectory from their inbound connection, removing ones where this is impossible
🏃
1:24:31Determine to forcibly connect nav rooms following the trajectory from their inbound connection, removing ones where this is impossible
🏃
1:24:31Determine to forcibly connect nav rooms following the trajectory from their inbound connection, removing ones where this is impossible
🏃
1:26:10Enable LayoutOverworld() to remove the connection of all orphaned nav rooms
1:26:10Enable LayoutOverworld() to remove the connection of all orphaned nav rooms
1:26:10Enable LayoutOverworld() to remove the connection of all orphaned nav rooms
1:28:13Orphaned nav rooms are now jettisoned
🏃
1:28:13Orphaned nav rooms are now jettisoned
🏃
1:28:13Orphaned nav rooms are now jettisoned
🏃
1:29:35Enable LayoutOverworld() to remove the connections of "jointly orphaned" nav rooms
1:29:35Enable LayoutOverworld() to remove the connections of "jointly orphaned" nav rooms
1:29:35Enable LayoutOverworld() to remove the connections of "jointly orphaned" nav rooms
1:32:21Orphaned nav rooms are no longer jettisoned
🏃
1:32:21Orphaned nav rooms are no longer jettisoned
🏃
1:32:21Orphaned nav rooms are no longer jettisoned
🏃
1:32:51Double-check our orphaned nav room jettisoning code
📖
1:32:51Double-check our orphaned nav room jettisoning code
📖
1:32:51Double-check our orphaned nav room jettisoning code
📖
1:33:55Orphaned nav rooms are mostly left intact
🏃
1:33:55Orphaned nav rooms are mostly left intact
🏃
1:33:55Orphaned nav rooms are mostly left intact
🏃
1:34:37Fix LayoutOverworld() to remove the connections of orphaned nav rooms with 0 or 1 connections
1:34:37Fix LayoutOverworld() to remove the connections of orphaned nav rooms with 0 or 1 connections
1:34:37Fix LayoutOverworld() to remove the connections of orphaned nav rooms with 0 or 1 connections
1:34:50We can delete valuable nav rooms
🏃
1:34:50We can delete valuable nav rooms
🏃
1:34:50We can delete valuable nav rooms
🏃
1:35:25Enable LayoutOverworld() to remove the connection only of nav rooms with one connection
1:35:25Enable LayoutOverworld() to remove the connection only of nav rooms with one connection
1:35:25Enable LayoutOverworld() to remove the connection only of nav rooms with one connection
1:36:23Tolerate exterior "jointly orphaned" nav rooms
🏃
1:36:23Tolerate exterior "jointly orphaned" nav rooms
🏃
1:36:23Tolerate exterior "jointly orphaned" nav rooms
🏃
1:36:54Hit our Pick.PassedFilters assertion in LayoutOverworld()
🏃
1:36:54Hit our Pick.PassedFilters assertion in LayoutOverworld()
🏃
1:36:54Hit our Pick.PassedFilters assertion in LayoutOverworld()
🏃
1:37:16Our connections are nice
🏃
1:37:16Our connections are nice
🏃
1:37:16Our connections are nice
🏃
1:37:28Specify a location connection criterion in LayoutOverworld(): 2) Connections must not pass too close to other locations
1:37:28Specify a location connection criterion in LayoutOverworld(): 2) Connections must not pass too close to other locations
1:37:28Specify a location connection criterion in LayoutOverworld(): 2) Connections must not pass too close to other locations
1:40:42Introduce DistanceBetweenLineSegmentAndPointSq()
1:40:42Introduce DistanceBetweenLineSegmentAndPointSq()
1:40:42Introduce DistanceBetweenLineSegmentAndPointSq()
1:51:49We still produce obstructed connections
🏃
1:51:49We still produce obstructed connections
🏃
1:51:49We still produce obstructed connections
🏃
1:52:08Make LayoutOverworld() draw viable connections green on nonviable ones red
1:52:08Make LayoutOverworld() draw viable connections green on nonviable ones red
1:52:08Make LayoutOverworld() draw viable connections green on nonviable ones red
1:53:25Double-check DistanceBetweenLineSegmentAndPointSq()
📖
1:53:25Double-check DistanceBetweenLineSegmentAndPointSq()
📖
1:53:25Double-check DistanceBetweenLineSegmentAndPointSq()
📖
1:54:19Determine to debug nonviable connections
🏃
1:54:19Determine to debug nonviable connections
🏃
1:54:19Determine to debug nonviable connections
🏃
1:54:52wheeel Muted?
🗪
1:54:52wheeel Muted?
🗪
1:54:52wheeel Muted?
🗪
1:55:26Determine to debug nonviable connections (cont.)
📖
1:55:26Determine to debug nonviable connections (cont.)
📖
1:55:26Determine to debug nonviable connections (cont.)
📖
1:56:06multiplybyone I don't think clamping to between zero and one will give the same as doing the inner product with the normalized vectors. I'm not 100% sure what you're doing, though, so sorry if bad suggestion
🗪
1:56:06multiplybyone I don't think clamping to between zero and one will give the same as doing the inner product with the normalized vectors. I'm not 100% sure what you're doing, though, so sorry if bad suggestion
🗪
1:56:06multiplybyone I don't think clamping to between zero and one will give the same as doing the inner product with the normalized vectors. I'm not 100% sure what you're doing, though, so sorry if bad suggestion
🗪
1:56:33Fix DistanceBetweenLineSegmentAndPointSq() to compute the distance along the line's perpendicular
1:56:33Fix DistanceBetweenLineSegmentAndPointSq() to compute the distance along the line's perpendicular
1:56:33Fix DistanceBetweenLineSegmentAndPointSq() to compute the distance along the line's perpendicular
2:00:59We still produce obstructed connections
🏃
2:00:59We still produce obstructed connections
🏃
2:00:59We still produce obstructed connections
🏃
2:01:13Double-check DistanceBetweenLineSegmentAndPointSq()
📖
2:01:13Double-check DistanceBetweenLineSegmentAndPointSq()
📖
2:01:13Double-check DistanceBetweenLineSegmentAndPointSq()
📖
2:01:40Fix DistanceBetweenLineSegmentAndPointSq() to multiply in the Dir to the ClosestP
2:01:40Fix DistanceBetweenLineSegmentAndPointSq() to multiply in the Dir to the ClosestP
2:01:40Fix DistanceBetweenLineSegmentAndPointSq() to multiply in the Dir to the ClosestP
2:01:50We now identify obstructed connections
🏃
2:01:50We now identify obstructed connections
🏃
2:01:50We now identify obstructed connections
🏃
2:02:44Increase the connection obstruction radius from 10 to 20 in LayoutOverworld()
2:02:44Increase the connection obstruction radius from 10 to 20 in LayoutOverworld()
2:02:44Increase the connection obstruction radius from 10 to 20 in LayoutOverworld()
2:02:54We identify more connections to be obstructed
🏃
2:02:54We identify more connections to be obstructed
🏃
2:02:54We identify more connections to be obstructed
🏃
2:03:33That's it
📖
2:03:33That's it
📖
2:03:33That's it
📖
2:03:51Enjoy the maps
🏃
2:03:51Enjoy the maps
🏃
2:03:51Enjoy the maps
🏃
2:05:08Make LayoutOverworld() set orphaned rooms as WorldLoc_None to prevent CreateWorld() from creating them
2:05:08Make LayoutOverworld() set orphaned rooms as WorldLoc_None to prevent CreateWorld() from creating them
2:05:08Make LayoutOverworld() set orphaned rooms as WorldLoc_None to prevent CreateWorld() from creating them
2:05:37We have no unconnected rooms
🏃
2:05:37We have no unconnected rooms
🏃
2:05:37We have no unconnected rooms
🏃
2:05:45johnm___ What's up with the boxes with no connections?
🗪
2:05:45johnm___ What's up with the boxes with no connections?
🗪
2:05:45johnm___ What's up with the boxes with no connections?
🗪
2:06:05Temporarily prevent LayoutOverworld() from setting orphaned rooms as WorldLoc_None
2:06:05Temporarily prevent LayoutOverworld() from setting orphaned rooms as WorldLoc_None
2:06:05Temporarily prevent LayoutOverworld() from setting orphaned rooms as WorldLoc_None
2:06:15Describe orphaned nav rooms removal
🏃
2:06:15Describe orphaned nav rooms removal
🏃
2:06:15Describe orphaned nav rooms removal
🏃
2:07:37Temporarily prevent LayoutOverworld() from removing the connections of orphaned nav rooms
2:07:37Temporarily prevent LayoutOverworld() from removing the connections of orphaned nav rooms
2:07:37Temporarily prevent LayoutOverworld() from removing the connections of orphaned nav rooms
2:07:59Describe orphaned nav rooms removal (cont.)
🏃
2:07:59Describe orphaned nav rooms removal (cont.)
🏃
2:07:59Describe orphaned nav rooms removal (cont.)
🏃
2:08:28Let LayoutOverworld remove the connections of orphaned nav rooms
2:08:28Let LayoutOverworld remove the connections of orphaned nav rooms
2:08:28Let LayoutOverworld remove the connections of orphaned nav rooms
2:08:48Describe orphaned nav rooms removal (cont.)
🏃
2:08:48Describe orphaned nav rooms removal (cont.)
🏃
2:08:48Describe orphaned nav rooms removal (cont.)
🏃
2:09:02Let LayoutOverworld() set orphaned rooms as WorldLoc_None
2:09:02Let LayoutOverworld() set orphaned rooms as WorldLoc_None
2:09:02Let LayoutOverworld() set orphaned rooms as WorldLoc_None
2:09:14Describe orphaned nav rooms removal (cont.)
🏃
2:09:14Describe orphaned nav rooms removal (cont.)
🏃
2:09:14Describe orphaned nav rooms removal (cont.)
🏃
2:09:58brian_nevec Will the world still be infinite?
🗪
2:09:58brian_nevec Will the world still be infinite?
🗪
2:09:58brian_nevec Will the world still be infinite?
🗪
2:10:28frizi09 Would it correctly remove a leaf sequence of multiple nav rooms?
🗪
2:10:28frizi09 Would it correctly remove a leaf sequence of multiple nav rooms?
🗪
2:10:28frizi09 Would it correctly remove a leaf sequence of multiple nav rooms?
🗪
2:11:11Admire our maps
🏃
2:11:11Admire our maps
🏃
2:11:11Admire our maps
🏃
2:11:38fallen_spirit Is the plan to still have smooth transitions between rooms, or will the player "teleport" between rooms?
🗪
2:11:38fallen_spirit Is the plan to still have smooth transitions between rooms, or will the player "teleport" between rooms?
🗪
2:11:38fallen_spirit Is the plan to still have smooth transitions between rooms, or will the player "teleport" between rooms?
🗪
2:12:28fallen_spirit There is just a lot of space between rooms now
🗪
2:12:28fallen_spirit There is just a lot of space between rooms now
🗪
2:12:28fallen_spirit There is just a lot of space between rooms now
🗪
2:14:32samoth2401 I guess a way to not have a sqrt is to not normalize, do the inner product, divide the result by LengthSq(Delta), Clamp01 and multiply t by Delta?
🗪
2:14:32samoth2401 I guess a way to not have a sqrt is to not normalize, do the inner product, divide the result by LengthSq(Delta), Clamp01 and multiply t by Delta?
🗪
2:14:32samoth2401 I guess a way to not have a sqrt is to not normalize, do the inner product, divide the result by LengthSq(Delta), Clamp01 and multiply t by Delta?
🗪
2:16:10Compare SQRTPS, DIVPS, RCPPS and RSQRTPS performance1
📖
2:16:10Compare SQRTPS, DIVPS, RCPPS and RSQRTPS performance1
📖
2:16:10Compare SQRTPS, DIVPS, RCPPS and RSQRTPS performance1
📖
2:18:58Consider simplifications to DistanceBetweenLineSegmentAndPointSq()
📖
2:18:58Consider simplifications to DistanceBetweenLineSegmentAndPointSq()
📖
2:18:58Consider simplifications to DistanceBetweenLineSegmentAndPointSq()
📖
2:21:09vulpanul Sorry to disturb the train of thought. Meow2 finally arrived this month and we loved it. Any hints on when the next volume will be out?
🗪
2:21:09vulpanul Sorry to disturb the train of thought. Meow2 finally arrived this month and we loved it. Any hints on when the next volume will be out?
🗪
2:21:09vulpanul Sorry to disturb the train of thought. Meow2 finally arrived this month and we loved it. Any hints on when the next volume will be out?
🗪
2:28:31tomisqi What other projects are you working on?
🗪
2:28:31tomisqi What other projects are you working on?
🗪
2:28:31tomisqi What other projects are you working on?
🗪
2:29:40bulmanator The print quality is second to none, it's so good!
🗪
2:29:40bulmanator The print quality is second to none, it's so good!
🗪
2:29:40bulmanator The print quality is second to none, it's so good!
🗪
2:32:37Plug Meow the Infinite3
📖
2:32:37Plug Meow the Infinite3
📖
2:32:37Plug Meow the Infinite3
📖
2:35:47technicbeam Does violence and sex improve things?
🗪
2:35:47technicbeam Does violence and sex improve things?
🗪
2:35:47technicbeam Does violence and sex improve things?
🗪
2:36:10That's it for today, with a glimpse into the future filling in entities
🗩
2:36:10That's it for today, with a glimpse into the future filling in entities
🗩
2:36:10That's it for today, with a glimpse into the future filling in entities
🗩
2:37:21infernalagent Why didn't you do this generator backwards, like with the Witness grass?
🗪
2:37:21infernalagent Why didn't you do this generator backwards, like with the Witness grass?
🗪
2:37:21infernalagent Why didn't you do this generator backwards, like with the Witness grass?
🗪
2:37:45infernalagent Creating the connections first
🗪
2:37:45infernalagent Creating the connections first
🗪
2:37:45infernalagent Creating the connections first
🗪
2:38:24infernalagent Yeah, and then you do not need to cull the connections
🗪
2:38:24infernalagent Yeah, and then you do not need to cull the connections
🗪
2:38:24infernalagent Yeah, and then you do not need to cull the connections
🗪
2:41:54Thank you, everyone
🗩
2:41:54Thank you, everyone
🗩
2:41:54Thank you, everyone
🗩