Unprojecting Screen Boundaries
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2:33Take a look at where we left off and where PixelsToMeters still happens
2:33Take a look at where we left off and where PixelsToMeters still happens
2:33Take a look at where we left off and where PixelsToMeters still happens
4:17Make the renderer responsible for telling us what the screen dimensions are
4:17Make the renderer responsible for telling us what the screen dimensions are
4:17Make the renderer responsible for telling us what the screen dimensions are
9:34Blackboard: Field of view in Y
9:34Blackboard: Field of view in Y
9:34Blackboard: Field of view in Y
12:10Put camera parameters in render_group
12:10Put camera parameters in render_group
12:10Put camera parameters in render_group
17:46Blackboard: Figuring out RawXY distance based on the ProjectedXY
17:46Blackboard: Figuring out RawXY distance based on the ProjectedXY
17:46Blackboard: Figuring out RawXY distance based on the ProjectedXY
18:56Calculate RawXY
18:56Calculate RawXY
18:56Calculate RawXY
21:50Figure out what we would fill in in terms of the ProjectedXY
21:50Figure out what we would fill in in terms of the ProjectedXY
21:50Figure out what we would fill in in terms of the ProjectedXY
26:26Step in and see what we're getting in terms of the size
26:26Step in and see what we're getting in terms of the size
26:26Step in and see what we're getting in terms of the size
29:41Check it out in-game
29:41Check it out in-game
29:41Check it out in-game
30:24Keep on the march of tightening this down
30:24Keep on the march of tightening this down
30:24Keep on the march of tightening this down
31:56Introduce MetersToPixels on the monitor
31:56Introduce MetersToPixels on the monitor
31:56Introduce MetersToPixels on the monitor
37:29TODO(casey): How do we want to control our ground chunk resolution?
37:29TODO(casey): How do we want to control our ground chunk resolution?
37:29TODO(casey): How do we want to control our ground chunk resolution?
38:03Pass DrawBuffer->Width and Height to AllocateRenderGroup and take a look in-game
38:03Pass DrawBuffer->Width and Height to AllocateRenderGroup and take a look in-game
38:03Pass DrawBuffer->Width and Height to AllocateRenderGroup and take a look in-game
38:47Refresh the FocalLength
38:47Refresh the FocalLength
38:47Refresh the FocalLength
41:55Massage the code
41:55Massage the code
41:55Massage the code
43:58Take a look in-game and introduce a way to verify the computations
43:58Take a look in-game and introduce a way to verify the computations
43:58Take a look in-game and introduce a way to verify the computations
47:22Draw the ScreenBounds
47:22Draw the ScreenBounds
47:22Draw the ScreenBounds
48:46Introduce the concept of a DebugCamera
48:46Introduce the concept of a DebugCamera
48:46Introduce the concept of a DebugCamera
53:53See it in-game
53:53See it in-game
53:53See it in-game
55:20Investigate why the entities aren't moving in and out of the SimRegion based on Y
55:20Investigate why the entities aren't moving in and out of the SimRegion based on Y
55:20Investigate why the entities aren't moving in and out of the SimRegion based on Y
56:51Draw the CameraBoundsInMeters, SimBounds and SimRegion->Bounds
56:51Draw the CameraBoundsInMeters, SimBounds and SimRegion->Bounds
56:51Draw the CameraBoundsInMeters, SimBounds and SimRegion->Bounds
57:49'Too Many Rects' by Casey Muratoriα
57:49'Too Many Rects' by Casey Muratoriα
57:49'Too Many Rects' by Casey Muratoriα
58:33Take a look at it all and start to investigate why entities are not getting pulled in up to the SimRegion->Bounds
58:33Take a look at it all and start to investigate why entities are not getting pulled in up to the SimRegion->Bounds
58:33Take a look at it all and start to investigate why entities are not getting pulled in up to the SimRegion->Bounds
1:03:17Q&A
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1:03:17Q&A
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1:03:17Q&A
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1:03:56grumpygiant256 Will the 'Too Many Rects' song be on the soundtrack album?
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1:03:56grumpygiant256 Will the 'Too Many Rects' song be on the soundtrack album?
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1:03:56grumpygiant256 Will the 'Too Many Rects' song be on the soundtrack album?
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1:04:10robotchocolatedino Should the MetersToPixels value take the pixel density of the monitor into account?
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1:04:10robotchocolatedino Should the MetersToPixels value take the pixel density of the monitor into account?
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1:04:10robotchocolatedino Should the MetersToPixels value take the pixel density of the monitor into account?
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1:04:58Blackboard: How we're parameterising things at the moment
1:04:58Blackboard: How we're parameterising things at the moment
1:04:58Blackboard: How we're parameterising things at the moment
1:12:28mr4thdimention Are you sure the camera should be looking down perpendicular to the levels? Wouldn't the perspective art work out better if you said the camera was at an angle?
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1:12:28mr4thdimention Are you sure the camera should be looking down perpendicular to the levels? Wouldn't the perspective art work out better if you said the camera was at an angle?
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1:12:28mr4thdimention Are you sure the camera should be looking down perpendicular to the levels? Wouldn't the perspective art work out better if you said the camera was at an angle?
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1:12:59plain_flavored Can you please toss U, V into v2?
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1:12:59plain_flavored Can you please toss U, V into v2?
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1:12:59plain_flavored Can you please toss U, V into v2?
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1:13:45garlandobloom Q: We will know exactly how far away they are sitting if they have properly purchased their Handmade Hero branded Microsoft(r) HoloLens
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1:13:45garlandobloom Q: We will know exactly how far away they are sitting if they have properly purchased their Handmade Hero branded Microsoft(r) HoloLens
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1:13:45garlandobloom Q: We will know exactly how far away they are sitting if they have properly purchased their Handmade Hero branded Microsoft(r) HoloLens
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1:14:24Blackboard: Non-joke important thing regarding VR headsets
1:14:24Blackboard: Non-joke important thing regarding VR headsets
1:14:24Blackboard: Non-joke important thing regarding VR headsets
1:16:53waterlimon Is 'real32' ambiguous because it could be either floating point or fixed point?
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1:16:53waterlimon Is 'real32' ambiguous because it could be either floating point or fixed point?
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1:16:53waterlimon Is 'real32' ambiguous because it could be either floating point or fixed point?
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1:17:45krohnos Is the non-smooth movement at higher zoom levels due to not being optimized or some sort of issue with sub-pixel smoothness?
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1:17:45krohnos Is the non-smooth movement at higher zoom levels due to not being optimized or some sort of issue with sub-pixel smoothness?
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1:17:45krohnos Is the non-smooth movement at higher zoom levels due to not being optimized or some sort of issue with sub-pixel smoothness?
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1:18:06davidthomas426 Would it look different if you scale WidthOfMonitor and FocalLength together, constrained to the same ratio?
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1:18:06davidthomas426 Would it look different if you scale WidthOfMonitor and FocalLength together, constrained to the same ratio?
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1:18:06davidthomas426 Would it look different if you scale WidthOfMonitor and FocalLength together, constrained to the same ratio?
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1:19:56novynn Could you put a slider for the user to change their distance to the camera at the start of the game, like some games do with gamma?
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1:19:56novynn Could you put a slider for the user to change their distance to the camera at the start of the game, like some games do with gamma?
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1:19:56novynn Could you put a slider for the user to change their distance to the camera at the start of the game, like some games do with gamma?
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1:20:43We're about done
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1:20:43We're about done
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1:20:43We're about done
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