Floor-relative Perspective Transforms
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0:08Recap and set the stage for the day
0:08Recap and set the stage for the day
0:08Recap and set the stage for the day
5:02Consult the issues list before jumping right into the Z stuff1
5:02Consult the issues list before jumping right into the Z stuff1
5:02Consult the issues list before jumping right into the Z stuff1
7:07handmade_render_group.cpp: Take a look at GetRenderEntityBasisP() and run the game to demo how the perspective transform is currently happening
7:07handmade_render_group.cpp: Take a look at GetRenderEntityBasisP() and run the game to demo how the perspective transform is currently happening
7:07handmade_render_group.cpp: Take a look at GetRenderEntityBasisP() and run the game to demo how the perspective transform is currently happening
9:10handmade_render_group.cpp: Temporarily prevent GetRenderEntityBasisP() from applying the persepective transform to everything
9:10handmade_render_group.cpp: Temporarily prevent GetRenderEntityBasisP() from applying the persepective transform to everything
9:10handmade_render_group.cpp: Temporarily prevent GetRenderEntityBasisP() from applying the persepective transform to everything
10:34Run the game and see how that looks
10:34Run the game and see how that looks
10:34Run the game and see how that looks
10:58handmade_render_group.cpp: Prevent GetRenderEntityBasisP() only from transforming X
10:58handmade_render_group.cpp: Prevent GetRenderEntityBasisP() only from transforming X
10:58handmade_render_group.cpp: Prevent GetRenderEntityBasisP() only from transforming X
12:08Run the game and see how things are now aligned
12:08Run the game and see how things are now aligned
12:08Run the game and see how things are now aligned
12:54handmade_render_group.cpp: Temporarily enable GetRenderEntityBasisP() to preserve the UnscaledXY
12:54handmade_render_group.cpp: Temporarily enable GetRenderEntityBasisP() to preserve the UnscaledXY
12:54handmade_render_group.cpp: Temporarily enable GetRenderEntityBasisP() to preserve the UnscaledXY
14:01Run the game and see how that looks
14:01Run the game and see how that looks
14:01Run the game and see how that looks
15:17Consider how to transform the surrounding floors
15:17Consider how to transform the surrounding floors
15:17Consider how to transform the surrounding floors
19:14Blackboard: Multiple Z's
19:14Blackboard: Multiple Z's
19:14Blackboard: Multiple Z's
24:38handmade_render_group.cpp: Reset GetRenderEntityBasisP() and instead enable it to operate differently on multiple floors
24:38handmade_render_group.cpp: Reset GetRenderEntityBasisP() and instead enable it to operate differently on multiple floors
24:38handmade_render_group.cpp: Reset GetRenderEntityBasisP() and instead enable it to operate differently on multiple floors
29:08Run the game, see how that looks and determine to set the scaling
29:08Run the game, see how that looks and determine to set the scaling
29:08Run the game, see how that looks and determine to set the scaling
30:00Note a potential bug with the floor entities being considered upright
30:00Note a potential bug with the floor entities being considered upright
30:00Note a potential bug with the floor entities being considered upright
31:32handmade_entity.cpp: Enable UpdateAndRenderEntities() to set the scaling
31:32handmade_entity.cpp: Enable UpdateAndRenderEntities() to set the scaling
31:32handmade_entity.cpp: Enable UpdateAndRenderEntities() to set the scaling
34:02Run the game and see the scaling in action
34:02Run the game and see the scaling in action
34:02Run the game and see the scaling in action
35:23handmade_entity.cpp: Consider a separate problem with UpdateAndRenderEntities() possibly marking every entity as upright
35:23handmade_entity.cpp: Consider a separate problem with UpdateAndRenderEntities() possibly marking every entity as upright
35:23handmade_entity.cpp: Consider a separate problem with UpdateAndRenderEntities() possibly marking every entity as upright
37:38"Everyone can relax, and by "everyone", I mean "me""α
37:38"Everyone can relax, and by "everyone", I mean "me""α
37:38"Everyone can relax, and by "everyone", I mean "me""α
38:11handmade_world_mode.cpp: Make AddStandardRoom() stagger the floor's terrain in Z, run the game and see what that looks like
38:11handmade_world_mode.cpp: Make AddStandardRoom() stagger the floor's terrain in Z, run the game and see what that looks like
38:11handmade_world_mode.cpp: Make AddStandardRoom() stagger the floor's terrain in Z, run the game and see what that looks like
40:25handmade_world_mode.cpp: Make AddStandardRoom() create only two floors, with the bottom floor containing a stairwell up
40:25handmade_world_mode.cpp: Make AddStandardRoom() create only two floors, with the bottom floor containing a stairwell up
40:25handmade_world_mode.cpp: Make AddStandardRoom() create only two floors, with the bottom floor containing a stairwell up
43:18handmade_platform.h: #define b32x
43:18handmade_platform.h: #define b32x
43:18handmade_platform.h: #define b32x
45:21Run the game, traverse the stairs and demo the pop transform when jumping down the stairwell
45:21Run the game, traverse the stairs and demo the pop transform when jumping down the stairwell
45:21Run the game, traverse the stairs and demo the pop transform when jumping down the stairwell
46:14Blackboard: A zone between floors in which we scale entities
46:14Blackboard: A zone between floors in which we scale entities
46:14Blackboard: A zone between floors in which we scale entities
47:57handmade_render_group.cpp: Enable GetRenderEntityBasisP() to interpolate between floors
47:57handmade_render_group.cpp: Enable GetRenderEntityBasisP() to interpolate between floors
47:57handmade_render_group.cpp: Enable GetRenderEntityBasisP() to interpolate between floors
52:01handmade_entity.cpp: Enable UpdateAndRenderEntities() to scale entities between floors
52:01handmade_entity.cpp: Enable UpdateAndRenderEntities() to scale entities between floors
52:01handmade_entity.cpp: Enable UpdateAndRenderEntities() to scale entities between floors
52:54Run the game and see what that does
52:54Run the game and see what that does
52:54Run the game and see what that does
53:53Consider what is currently happening and how to fix it
53:53Consider what is currently happening and how to fix it
53:53Consider what is currently happening and how to fix it
54:49handmade_render_group.cpp: Prevent GetRenderEntityBasisP() from doing the perspective transform, run the game and see how boring that looks
54:49handmade_render_group.cpp: Prevent GetRenderEntityBasisP() from doing the perspective transform, run the game and see how boring that looks
54:49handmade_render_group.cpp: Prevent GetRenderEntityBasisP() from doing the perspective transform, run the game and see how boring that looks
56:43Consider specifying a range in which the scaling doesn't occur
56:43Consider specifying a range in which the scaling doesn't occur
56:43Consider specifying a range in which the scaling doesn't occur
59:36Q&A
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59:36Q&A
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59:36Q&A
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1:01:07cyberpunkhobo Are there any particular reasons not to prefer continuous scaling in Z besides easing sorting?
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1:01:07cyberpunkhobo Are there any particular reasons not to prefer continuous scaling in Z besides easing sorting?
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1:01:07cyberpunkhobo Are there any particular reasons not to prefer continuous scaling in Z besides easing sorting?
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1:01:37Blackboard: Avoiding perspective transform for the scenery
1:01:37Blackboard: Avoiding perspective transform for the scenery
1:01:37Blackboard: Avoiding perspective transform for the scenery
1:04:44soysaucethekid I may have missed it, but what's the reasoning for typedef'ing a b32x as a b32 and not just use b32?
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1:04:44soysaucethekid I may have missed it, but what's the reasoning for typedef'ing a b32x as a b32 and not just use b32?
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1:04:44soysaucethekid I may have missed it, but what's the reasoning for typedef'ing a b32x as a b32 and not just use b32?
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1:07:10thesizik Thought: Have the floor above transform with the Y-displacement respective to the current floor, until you jump over to it, at which point the view cuts to be relative to the now-current floor
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1:07:10thesizik Thought: Have the floor above transform with the Y-displacement respective to the current floor, until you jump over to it, at which point the view cuts to be relative to the now-current floor
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1:07:10thesizik Thought: Have the floor above transform with the Y-displacement respective to the current floor, until you jump over to it, at which point the view cuts to be relative to the now-current floor
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1:07:57dmitsuki I just watched your Papers talk and I didn't get the Minkowski sum exactly. I don't get where you deduce the points to subtract from each other
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1:07:57dmitsuki I just watched your Papers talk and I didn't get the Minkowski sum exactly. I don't get where you deduce the points to subtract from each other
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1:07:57dmitsuki I just watched your Papers talk and I didn't get the Minkowski sum exactly. I don't get where you deduce the points to subtract from each other
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1:08:54dmitsuki Did you explain it on stream before? If so I can go to the archives2
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1:08:54dmitsuki Did you explain it on stream before? If so I can go to the archives2
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1:08:54dmitsuki Did you explain it on stream before? If so I can go to the archives2
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1:09:39cynokron For the stairs have you considered stairs on a particular floor go down instead of up, then you wouldn't have to worry about alpha?
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1:09:39cynokron For the stairs have you considered stairs on a particular floor go down instead of up, then you wouldn't have to worry about alpha?
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1:09:39cynokron For the stairs have you considered stairs on a particular floor go down instead of up, then you wouldn't have to worry about alpha?
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1:10:50thesizik So instead of the above floor perspective-transforming into place as you move up the stairs, it stays still and jump-cuts to the proper perspective once you hop to a tile in that floor
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1:10:50thesizik So instead of the above floor perspective-transforming into place as you move up the stairs, it stays still and jump-cuts to the proper perspective once you hop to a tile in that floor
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1:10:50thesizik So instead of the above floor perspective-transforming into place as you move up the stairs, it stays still and jump-cuts to the proper perspective once you hop to a tile in that floor
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1:12:02Amusing ancdote from the Papers We Love conference
1:12:02Amusing ancdote from the Papers We Love conference
1:12:02Amusing ancdote from the Papers We Love conference
1:13:11williambundy Are you doing a whole layer transform at once, or per object?
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1:13:11williambundy Are you doing a whole layer transform at once, or per object?
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1:13:11williambundy Are you doing a whole layer transform at once, or per object?
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1:13:24cynokron Yes, but currently stairs are owned by the floor below them. If they are owned by the floor above them then you wouldn't see the stairs two floors above, since they would be two floors above (thus not blocking your way and not needing any alpha)
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1:13:24cynokron Yes, but currently stairs are owned by the floor below them. If they are owned by the floor above them then you wouldn't see the stairs two floors above, since they would be two floors above (thus not blocking your way and not needing any alpha)
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1:13:24cynokron Yes, but currently stairs are owned by the floor below them. If they are owned by the floor above them then you wouldn't see the stairs two floors above, since they would be two floors above (thus not blocking your way and not needing any alpha)
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1:14:03pseudonym73 Now I'm curious if Casey speaks faster or slower than Buckminster Fuller did
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1:14:03pseudonym73 Now I'm curious if Casey speaks faster or slower than Buckminster Fuller did
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1:14:03pseudonym73 Now I'm curious if Casey speaks faster or slower than Buckminster Fuller did
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1:14:29Go ahead and close it down
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1:14:29Go ahead and close it down
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1:14:29Go ahead and close it down
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