Handmade Hero»Episode Guide
Card-like Normal Map Reflections
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1:23Recap the bug
1:23Recap the bug
1:23Recap the bug
3:09Blackboard: Sprite cards and casting directions
3:09Blackboard: Sprite cards and casting directions
3:09Blackboard: Sprite cards and casting directions
10:04Take a look at the offending notion in handmade_render_group.cpp
10:04Take a look at the offending notion in handmade_render_group.cpp
10:04Take a look at the offending notion in handmade_render_group.cpp
12:01Base DistanceFromMapInZ on HeightOfCard
12:01Base DistanceFromMapInZ on HeightOfCard
12:01Base DistanceFromMapInZ on HeightOfCard
13:49Blackboard: Figuring out the height offset for the cast
13:49Blackboard: Figuring out the height offset for the cast
13:49Blackboard: Figuring out the height offset for the cast
16:36Calculate ZDiff
16:36Calculate ZDiff
16:36Calculate ZDiff
18:41Turn DistanceFromMapInZ into a more sane equation
18:41Turn DistanceFromMapInZ into a more sane equation
18:41Turn DistanceFromMapInZ into a more sane equation
20:36Initialise values
20:36Initialise values
20:36Initialise values
22:48Position the EnvMaps
22:48Position the EnvMaps
22:48Position the EnvMaps
23:46Take a look in-game
23:46Take a look in-game
23:46Take a look in-game
24:49Disable the sampling debug visualisations for now and check out the reflections
24:49Disable the sampling debug visualisations for now and check out the reflections
24:49Disable the sampling debug visualisations for now and check out the reflections
26:06Setup EnvMaps values for testing
26:06Setup EnvMaps values for testing
26:06Setup EnvMaps values for testing
27:39Set the Origin to the middle for FixedCastY
27:39Set the Origin to the middle for FixedCastY
27:39Set the Origin to the middle for FixedCastY
28:33Set ScreenSpaceUV to 0.5f, 0.5f and investigate the warping reflections
28:33Set ScreenSpaceUV to 0.5f, 0.5f and investigate the warping reflections
28:33Set ScreenSpaceUV to 0.5f, 0.5f and investigate the warping reflections
35:00Alpha out the area around the sphere
35:00Alpha out the area around the sphere
35:00Alpha out the area around the sphere
40:05View our sphere and verify that our BounceDirection is not changing
40:05View our sphere and verify that our BounceDirection is not changing
40:05View our sphere and verify that our BounceDirection is not changing
40:41Consider what else may plausibly be changing
40:41Consider what else may plausibly be changing
40:41Consider what else may plausibly be changing
42:10Blackboard: Coordinate system considerations
42:10Blackboard: Coordinate system considerations
42:10Blackboard: Coordinate system considerations
42:59Set OriginY in order to pass it to ZDiff
42:59Set OriginY in order to pass it to ZDiff
42:59Set OriginY in order to pass it to ZDiff
44:06Turn off the sampling overdraw and darken the sphere
44:06Turn off the sampling overdraw and darken the sphere
44:06Turn off the sampling overdraw and darken the sphere
44:59Check out our stable sphere and allow it to move around again
44:59Check out our stable sphere and allow it to move around again
44:59Check out our stable sphere and allow it to move around again
46:34Q&A
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46:34Q&A
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46:34Q&A
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47:08d7samurai The reflection is "inverted" - the edge should be the center and vice versa
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47:08d7samurai The reflection is "inverted" - the edge should be the center and vice versa
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47:08d7samurai The reflection is "inverted" - the edge should be the center and vice versa
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47:13garlandobloom Q: Reflection I think is backwards, at least vertically
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47:13garlandobloom Q: Reflection I think is backwards, at least vertically
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47:13garlandobloom Q: Reflection I think is backwards, at least vertically
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47:53teknorath How long do you anticipate it will take before we get into more game-designey type topics rather than building up the engine?
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47:53teknorath How long do you anticipate it will take before we get into more game-designey type topics rather than building up the engine?
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47:53teknorath How long do you anticipate it will take before we get into more game-designey type topics rather than building up the engine?
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48:39stelar7 There are 12 mins left of normal stream time!
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48:39stelar7 There are 12 mins left of normal stream time!
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48:39stelar7 There are 12 mins left of normal stream time!
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49:10Investigate the sphere's apparently inverted reflection
49:10Investigate the sphere's apparently inverted reflection
49:10Investigate the sphere's apparently inverted reflection
53:13Blackboard: Accentuating tFarMap's falloff by squaring it
53:13Blackboard: Accentuating tFarMap's falloff by squaring it
53:13Blackboard: Accentuating tFarMap's falloff by squaring it
55:27d7samurai My guess is that the normals at the edges are now pointing "straight up" while the normals at the center are pointing "sideways"
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55:27d7samurai My guess is that the normals at the edges are now pointing "straight up" while the normals at the center are pointing "sideways"
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55:27d7samurai My guess is that the normals at the edges are now pointing "straight up" while the normals at the center are pointing "sideways"
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56:32garlandobloom Q: Move it and then it looks wrong
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56:32garlandobloom Q: Move it and then it looks wrong
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56:32garlandobloom Q: Move it and then it looks wrong
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57:49lincomberg Where are the walls relative to the sphere? If it's above it as in out of the screen, then it's wrong
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57:49lincomberg Where are the walls relative to the sphere? If it's above it as in out of the screen, then it's wrong
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57:49lincomberg Where are the walls relative to the sphere? If it's above it as in out of the screen, then it's wrong
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1:01:33garlandobloom Q: Reflect Casey face
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1:01:33garlandobloom Q: Reflect Casey face
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1:01:33garlandobloom Q: Reflect Casey face
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1:01:49stelar7 It feels like the red and blue should swap places
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1:01:49stelar7 It feels like the red and blue should swap places
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1:01:49stelar7 It feels like the red and blue should swap places
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1:02:05naikrovek Can you make the checkerboard a bit tighter? I think the problem, if any, will show up better if there are more color transitions
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1:02:05naikrovek Can you make the checkerboard a bit tighter? I think the problem, if any, will show up better if there are more color transitions
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1:02:05naikrovek Can you make the checkerboard a bit tighter? I think the problem, if any, will show up better if there are more color transitions
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1:03:17andsz_ Do you only want to support standing cards and lying cards, or also any other angle?
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1:03:17andsz_ Do you only want to support standing cards and lying cards, or also any other angle?
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1:03:17andsz_ Do you only want to support standing cards and lying cards, or also any other angle?
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1:04:19grumpygiant256 I think part of the problem is that it might not be 'sitting' on the floor properly
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1:04:19grumpygiant256 I think part of the problem is that it might not be 'sitting' on the floor properly
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1:04:19grumpygiant256 I think part of the problem is that it might not be 'sitting' on the floor properly
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1:09:14Casey is happy, considering the software renderer
1:09:14Casey is happy, considering the software renderer
1:09:14Casey is happy, considering the software renderer
1:10:52miblo Isn't this with optimisations on?
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1:10:52miblo Isn't this with optimisations on?
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1:10:52miblo Isn't this with optimisations on?
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1:11:57lauripoika This is not threaded yet?
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1:11:57lauripoika This is not threaded yet?
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1:11:57lauripoika This is not threaded yet?
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1:12:28Kill it for today and glimpse into the future
1:12:28Kill it for today and glimpse into the future
1:12:28Kill it for today and glimpse into the future
1:13:07The green dude is toughα
1:13:07The green dude is toughα
1:13:07The green dude is toughα
1:15:27ttbjm What about Fresnel!!!
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1:15:27ttbjm What about Fresnel!!!
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1:15:27ttbjm What about Fresnel!!!
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1:16:45Wrap it up for today
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1:16:45Wrap it up for today
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1:16:45Wrap it up for today
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