Bases Part II
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0:54Blackboard: Clarify linear independence
0:54Blackboard: Clarify linear independence
0:54Blackboard: Clarify linear independence
2:18Blackboard: Bases
2:18Blackboard: Bases
2:18Blackboard: Bases
6:16Blackboard: What does it mean to say we have an origin?
6:16Blackboard: What does it mean to say we have an origin?
6:16Blackboard: What does it mean to say we have an origin?
7:46Blackboard: Consider describing origins and basis vectors in terms of other origins and basis vectors
7:46Blackboard: Consider describing origins and basis vectors in terms of other origins and basis vectors
7:46Blackboard: Consider describing origins and basis vectors in terms of other origins and basis vectors
12:12Blackboard: Rotation and scaling
12:12Blackboard: Rotation and scaling
12:12Blackboard: Rotation and scaling
14:14Blackboard: Example rotation
14:14Blackboard: Example rotation
14:14Blackboard: Example rotation
15:09Blackboard: Example scaling
15:09Blackboard: Example scaling
15:09Blackboard: Example scaling
16:03Blackboard: What does that look like in code?
16:03Blackboard: What does that look like in code?
16:03Blackboard: What does that look like in code?
19:48Blackboard: This is what we'd like to introduce into our renderer now
19:48Blackboard: This is what we'd like to introduce into our renderer now
19:48Blackboard: This is what we'd like to introduce into our renderer now
20:20Blackboard: How do we define the X and the Y axis? (Unit circle)
20:20Blackboard: How do we define the X and the Y axis? (Unit circle)
20:20Blackboard: How do we define the X and the Y axis? (Unit circle)
24:41Blackboard: A handy optimisation thanks to being in 2D
24:41Blackboard: A handy optimisation thanks to being in 2D
24:41Blackboard: A handy optimisation thanks to being in 2D
28:19Blackboard: You can also directly plug and chug this
28:19Blackboard: You can also directly plug and chug this
28:19Blackboard: You can also directly plug and chug this
29:01Blackboard: Perp operator
29:01Blackboard: Perp operator
29:01Blackboard: Perp operator
31:09Blackboard: All we have to do
31:09Blackboard: All we have to do
31:09Blackboard: All we have to do
32:26Go into the code and create one of these rotating doodads
32:26Go into the code and create one of these rotating doodads
32:26Go into the code and create one of these rotating doodads
36:18Run the game to discover that our code is hosed
36:18Run the game to discover that our code is hosed
36:18Run the game to discover that our code is hosed
37:21See what our InvalidDefaultCase says
37:21See what our InvalidDefaultCase says
37:21See what our InvalidDefaultCase says
37:58Let it hit the InvalidDefaultCase sooner
37:58Let it hit the InvalidDefaultCase sooner
37:58Let it hit the InvalidDefaultCase sooner
38:34Take a look at the RenderGroup buffer
38:34Take a look at the RenderGroup buffer
38:34Take a look at the RenderGroup buffer
39:52Step through the code with an eye on PushBufferBase
39:52Step through the code with an eye on PushBufferBase
39:52Step through the code with an eye on PushBufferBase
40:41Moment of realisation: render_entry_coordinate_system was missing its Header
40:41Moment of realisation: render_entry_coordinate_system was missing its Header
40:41Moment of realisation: render_entry_coordinate_system was missing its Header
41:57Put our coordinate_system back in there and run again until it hits the InvalidDefaultCase
41:57Put our coordinate_system back in there and run again until it hits the InvalidDefaultCase
41:57Put our coordinate_system back in there and run again until it hits the InvalidDefaultCase
42:22Put in a case for our coordinate_system
42:22Put in a case for our coordinate_system
42:22Put in a case for our coordinate_system
43:52Define the coordinate_system to be something that's visible
43:52Define the coordinate_system to be something that's visible
43:52Define the coordinate_system to be something that's visible
46:12View the results in-game and apply transforms
46:12View the results in-game and apply transforms
46:12View the results in-game and apply transforms
47:47Edit this coordinate system live
47:47Edit this coordinate system live
47:47Edit this coordinate system live
48:54Insert some points that are encoded in that axis
48:54Insert some points that are encoded in that axis
48:54Insert some points that are encoded in that axis
51:39Check it out in-game (...or not)
51:39Check it out in-game (...or not)
51:39Check it out in-game (...or not)
52:26Moment of realisation: It'd be nice if Casey actually used PIndex
52:26Moment of realisation: It'd be nice if Casey actually used PIndex
52:26Moment of realisation: It'd be nice if Casey actually used PIndex
52:38Try viewing again
52:38Try viewing again
52:38Try viewing again
53:04Step through the code watching the coordinates of the Points
53:04Step through the code watching the coordinates of the Points
53:04Step through the code watching the coordinates of the Points
53:27Reduce the number of Points and view it in-game
53:27Reduce the number of Points and view it in-game
53:27Reduce the number of Points and view it in-game
54:19Play with those axes
54:19Play with those axes
54:19Play with those axes
55:26Do we have pie?α
55:26Do we have pie?α
55:26Do we have pie?α
56:08Continue playing
56:08Continue playing
56:08Continue playing
57:27Q&A
🗩
57:27Q&A
🗩
57:27Q&A
🗩
59:26 Do you usually worry a lot about naming schemes? You always seem to choose a good enough name and move on
🗪
59:26 Do you usually worry a lot about naming schemes? You always seem to choose a good enough name and move on
🗪
59:26 Do you usually worry a lot about naming schemes? You always seem to choose a good enough name and move on
🗪
59:48 Is that the variable?
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59:48 Is that the variable?
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59:48 Is that the variable?
🗪
1:00:10 How can you draw so fast? Do you use a draw pad and pen?
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1:00:10 How can you draw so fast? Do you use a draw pad and pen?
🗪
1:00:10 How can you draw so fast? Do you use a draw pad and pen?
🗪
1:00:23 I only partly followed, but it seemed fairly easy to get the basic rotation up and running. I'm wondering how much more work it will be to start rendering textures by sampling them across the plane
🗪
1:00:23 I only partly followed, but it seemed fairly easy to get the basic rotation up and running. I'm wondering how much more work it will be to start rendering textures by sampling them across the plane
🗪
1:00:23 I only partly followed, but it seemed fairly easy to get the basic rotation up and running. I'm wondering how much more work it will be to start rendering textures by sampling them across the plane
🗪
1:01:21 Is it possible to do realloc with memory_arena?
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1:01:21 Is it possible to do realloc with memory_arena?
🗪
1:01:21 Is it possible to do realloc with memory_arena?
🗪
1:02:17 Are parametrics and polar functions going to be used later on?
🗪
1:02:17 Are parametrics and polar functions going to be used later on?
🗪
1:02:17 Are parametrics and polar functions going to be used later on?
🗪
1:03:06 Will subpixel positioning and anti-aliasing be part of the software renderer in the exploration phase?
🗪
1:03:06 Will subpixel positioning and anti-aliasing be part of the software renderer in the exploration phase?
🗪
1:03:06 Will subpixel positioning and anti-aliasing be part of the software renderer in the exploration phase?
🗪
1:04:12Make the size proportional as well
1:04:12Make the size proportional as well
1:04:12Make the size proportional as well
1:05:20Go nuts with that
1:05:20Go nuts with that
1:05:20Go nuts with that
1:05:55 Time-dependent colourβ
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1:05:55 Time-dependent colourβ
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1:05:55 Time-dependent colourβ
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1:07:11 Needs more dots
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1:07:11 Needs more dots
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1:07:11 Needs more dots
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1:07:40Call it done for the day, with special mention made of that weird pulsating thing and a glimpse into the futureγ
🗩
1:07:40Call it done for the day, with special mention made of that weird pulsating thing and a glimpse into the futureγ
🗩
1:07:40Call it done for the day, with special mention made of that weird pulsating thing and a glimpse into the futureγ
🗩