Error-based Drawing Algorithms
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0:11Glimpse into the future beyond RSI Break
0:11Glimpse into the future beyond RSI Break
0:11Glimpse into the future beyond RSI Break
0:49Blackboard: Bresenham
0:49Blackboard: Bresenham
0:49Blackboard: Bresenham
2:43Blackboard: Drawing a pixel at a time directly to a CRT
2:43Blackboard: Drawing a pixel at a time directly to a CRT
2:43Blackboard: Drawing a pixel at a time directly to a CRT
6:48Blackboard: Constructing an algorithm for drawing a line
6:48Blackboard: Constructing an algorithm for drawing a line
6:48Blackboard: Constructing an algorithm for drawing a line
15:19Blackboard: Picking whether horizontal or vertical is the better choice, i.e. error-based drawing
15:19Blackboard: Picking whether horizontal or vertical is the better choice, i.e. error-based drawing
15:19Blackboard: Picking whether horizontal or vertical is the better choice, i.e. error-based drawing
27:04Blackboard: Constructing an algorithm for drawing a circle
27:04Blackboard: Constructing an algorithm for drawing a circle
27:04Blackboard: Constructing an algorithm for drawing a circle
29:42"I don't want to be at the club. This is not dance time"α
29:42"I don't want to be at the club. This is not dance time"α
29:42"I don't want to be at the club. This is not dance time"α
35:23Blackboard: Optimising this circle-plotting routine
35:23Blackboard: Optimising this circle-plotting routine
35:23Blackboard: Optimising this circle-plotting routine
37:06Blackboard: Transforming the implicit line-drawing equation into the circle one
37:06Blackboard: Transforming the implicit line-drawing equation into the circle one
37:06Blackboard: Transforming the implicit line-drawing equation into the circle one
40:09Internet: Bresenham's line algorithm1
40:09Internet: Bresenham's line algorithm1
40:09Internet: Bresenham's line algorithm1
42:12 I remember reading that Bresenham works for the first octant, and they had two cases to handle (slope >= 1 and slope < 1). Will this dx = sign(x1 - x0) address both of these concerns?
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42:12 I remember reading that Bresenham works for the first octant, and they had two cases to handle (slope >= 1 and slope < 1). Will this dx = sign(x1 - x0) address both of these concerns?
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42:12 I remember reading that Bresenham works for the first octant, and they had two cases to handle (slope >= 1 and slope < 1). Will this dx = sign(x1 - x0) address both of these concerns?
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43:49 Do we ever do line drawing on Handmade Hero?
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43:49 Do we ever do line drawing on Handmade Hero?
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43:49 Do we ever do line drawing on Handmade Hero?
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44:03 I'm still not 100% sure how Bresenham figured out 'if horizontal is better'. You mentioned they used the line equation y = mx+b. How does that help them in knowing if horizontal is better?
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44:03 I'm still not 100% sure how Bresenham figured out 'if horizontal is better'. You mentioned they used the line equation y = mx+b. How does that help them in knowing if horizontal is better?
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44:03 I'm still not 100% sure how Bresenham figured out 'if horizontal is better'. You mentioned they used the line equation y = mx+b. How does that help them in knowing if horizontal is better?
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46:38 There were multiple extensions / optimizations done on Bresenham like drawing only half the line and mirroring it, and Run Slicing by Michael Abrash and Symmetric Double Step by Xialon Wu. Any thoughts on those?
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46:38 There were multiple extensions / optimizations done on Bresenham like drawing only half the line and mirroring it, and Run Slicing by Michael Abrash and Symmetric Double Step by Xialon Wu. Any thoughts on those?
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46:38 There were multiple extensions / optimizations done on Bresenham like drawing only half the line and mirroring it, and Run Slicing by Michael Abrash and Symmetric Double Step by Xialon Wu. Any thoughts on those?
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48:25 Little-known fact, Bresenham's method predates framebuffers by about five years. It was actually designed for a drum plotter
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48:25 Little-known fact, Bresenham's method predates framebuffers by about five years. It was actually designed for a drum plotter
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48:25 Little-known fact, Bresenham's method predates framebuffers by about five years. It was actually designed for a drum plotter
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49:22 I feel it should be deciding between "move right" and "move diagonally right and down", instead of either "left" or "down"
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49:22 I feel it should be deciding between "move right" and "move diagonally right and down", instead of either "left" or "down"
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49:22 I feel it should be deciding between "move right" and "move diagonally right and down", instead of either "left" or "down"
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50:53 Can that method be used to draw wireframe triangles, or is there a faster way to draw wireframe triangles like flat-bottom / flat-top trigs?
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50:53 Can that method be used to draw wireframe triangles, or is there a faster way to draw wireframe triangles like flat-bottom / flat-top trigs?
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50:53 Can that method be used to draw wireframe triangles, or is there a faster way to draw wireframe triangles like flat-bottom / flat-top trigs?
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51:33 Is this ever used for uniform grid pathfinding?
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51:33 Is this ever used for uniform grid pathfinding?
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51:33 Is this ever used for uniform grid pathfinding?
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52:16 For tomorrow: Given an entity with position and current velocity and maximum acceleration, and a target position, how do you determine the correct acceleration (direction and speed) each frame so that you stop on the target point?
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52:16 For tomorrow: Given an entity with position and current velocity and maximum acceleration, and a target position, how do you determine the correct acceleration (direction and speed) each frame so that you stop on the target point?
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52:16 For tomorrow: Given an entity with position and current velocity and maximum acceleration, and a target position, how do you determine the correct acceleration (direction and speed) each frame so that you stop on the target point?
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53:55 Oh, FYI, this is how I used to derive Bresenham's algorithm2
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53:55 Oh, FYI, this is how I used to derive Bresenham's algorithm2
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53:55 Oh, FYI, this is how I used to derive Bresenham's algorithm2
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54:41 Was the cast from float to int really expensive at the time vs nowaday? is bresenham still relavent today or can we get away with a naive line drawing algo with floating math?
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54:41 Was the cast from float to int really expensive at the time vs nowaday? is bresenham still relavent today or can we get away with a naive line drawing algo with floating math?
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54:41 Was the cast from float to int really expensive at the time vs nowaday? is bresenham still relavent today or can we get away with a naive line drawing algo with floating math?
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55:14 Acceleration is constrained to a maximum amount.
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55:14 Acceleration is constrained to a maximum amount.
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55:14 Acceleration is constrained to a maximum amount.
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56:51 Off-topic but still on the topic of math: During these RSI streams do you think you could go over the math for replacing cmath, specifically the trig functions?
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56:51 Off-topic but still on the topic of math: During these RSI streams do you think you could go over the math for replacing cmath, specifically the trig functions?
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56:51 Off-topic but still on the topic of math: During these RSI streams do you think you could go over the math for replacing cmath, specifically the trig functions?
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57:07 Does OpenGL have this stuff implemented already?
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57:07 Does OpenGL have this stuff implemented already?
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57:07 Does OpenGL have this stuff implemented already?
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57:14 If you were to implement a line drawing function in Handmade Hero, what algorithm would you go for?
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57:14 If you were to implement a line drawing function in Handmade Hero, what algorithm would you go for?
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57:14 If you were to implement a line drawing function in Handmade Hero, what algorithm would you go for?
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58:01Wrap things up
58:01Wrap things up
58:01Wrap things up