Adding Distance-based Fog ⚠ Click here to regain focus ⚠
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0:09Recap and set the stage for the day
0:09Recap and set the stage for the day
0:09Recap and set the stage for the day
2:51Run the game and show where we left off
2:51Run the game and show where we left off
2:51Run the game and show where we left off
3:18handmade_world_mode.cpp: Make PlayWorld() stack up 10 rooms and run the game to view them
3:18handmade_world_mode.cpp: Make PlayWorld() stack up 10 rooms and run the game to view them
3:18handmade_world_mode.cpp: Make PlayWorld() stack up 10 rooms and run the game to view them
4:57handmade_world_mode.cpp: Make AddStandardRoom() create holes on every floor
4:57handmade_world_mode.cpp: Make AddStandardRoom() create holes on every floor
4:57handmade_world_mode.cpp: Make AddStandardRoom() create holes on every floor
5:18Run the game to view the entities each floor comprises, and determine to reintroduce fog
5:18Run the game to view the entities each floor comprises, and determine to reintroduce fog
5:18Run the game to view the entities each floor comprises, and determine to reintroduce fog
11:57handmade_opengl.cpp: Try to introduce a GlobalFrameBufferDepth for OpenGLRenderCommands() to output a bitmap1
11:57handmade_opengl.cpp: Try to introduce a GlobalFrameBufferDepth for OpenGLRenderCommands() to output a bitmap1
11:57handmade_opengl.cpp: Try to introduce a GlobalFrameBufferDepth for OpenGLRenderCommands() to output a bitmap1
14:51Run the game to find that glFramebufferTexture2D() failed, and undo our changes
14:51Run the game to find that glFramebufferTexture2D() failed, and undo our changes
14:51Run the game to find that glFramebufferTexture2D() failed, and undo our changes
17:47handmade_opengl.cpp: Begin to reintroduce fog
17:47handmade_opengl.cpp: Begin to reintroduce fog
17:47handmade_opengl.cpp: Begin to reintroduce fog
20:13Blackboard: "Fog" darkening based on distance
20:13Blackboard: "Fog" darkening based on distance
20:13Blackboard: "Fog" darkening based on distance
25:30handmade_opengl.cpp: Enable the VertexCode to linearly interpolate between the FragColor and FogColor, using GLSL's mix()2
25:30handmade_opengl.cpp: Enable the VertexCode to linearly interpolate between the FragColor and FogColor, using GLSL's mix()2
25:30handmade_opengl.cpp: Enable the VertexCode to linearly interpolate between the FragColor and FogColor, using GLSL's mix()2
36:16Run the game to see the blending between the two colours
36:16Run the game to see the blending between the two colours
36:16Run the game to see the blending between the two colours
36:53handmade_opengl.cpp: Investigate why the bitmaps are not getting fogged
36:53handmade_opengl.cpp: Investigate why the bitmaps are not getting fogged
36:53handmade_opengl.cpp: Investigate why the bitmaps are not getting fogged
41:42handmade_opengl.cpp: Enable the FragmentCode to perform the fogging lerp
41:42handmade_opengl.cpp: Enable the FragmentCode to perform the fogging lerp
41:42handmade_opengl.cpp: Enable the FragmentCode to perform the fogging lerp
44:09Run the game to see what we'd expect to see
44:09Run the game to see what we'd expect to see
44:09Run the game to see what we'd expect to see
44:33handmade_opengl.cpp: Enable the VertexCode to compute the FogAmount based on the distance from camera
44:33handmade_opengl.cpp: Enable the VertexCode to compute the FogAmount based on the distance from camera
44:33handmade_opengl.cpp: Enable the VertexCode to compute the FogAmount based on the distance from camera
49:14handmade_opengl.cpp: Introduce Clamp01MapToRange() in the shader
49:14handmade_opengl.cpp: Introduce Clamp01MapToRange() in the shader
49:14handmade_opengl.cpp: Introduce Clamp01MapToRange() in the shader
51:14handmade_opengl.cpp: Make the VertexCode call that Clamp01MapToRange()
51:14handmade_opengl.cpp: Make the VertexCode call that Clamp01MapToRange()
51:14handmade_opengl.cpp: Make the VertexCode call that Clamp01MapToRange()
52:32Run the game and assume that nothing is incorrect there
52:32Run the game and assume that nothing is incorrect there
52:32Run the game and assume that nothing is incorrect there
52:45handmade_opengl.cpp: Make OpenGLInit() and OpenGLRenderCommands() setup our fog data
52:45handmade_opengl.cpp: Make OpenGLInit() and OpenGLRenderCommands() setup our fog data
52:45handmade_opengl.cpp: Make OpenGLInit() and OpenGLRenderCommands() setup our fog data
56:18A few words on threading cables through conduits
56:18A few words on threading cables through conduits
56:18A few words on threading cables through conduits
58:18handmade_render_group.h: Consider removing render_entry_cliprect in favour of render_entry_textured_quads
58:18handmade_render_group.h: Consider removing render_entry_cliprect in favour of render_entry_textured_quads
58:18handmade_render_group.h: Consider removing render_entry_cliprect in favour of render_entry_textured_quads
1:01:03handmade_render_group.h: Remove render_entry_bitmap, render_entry_rectangle, render_entry_clear and render_entry_saturation
1:01:03handmade_render_group.h: Remove render_entry_bitmap, render_entry_rectangle, render_entry_clear and render_entry_saturation
1:01:03handmade_render_group.h: Remove render_entry_bitmap, render_entry_rectangle, render_entry_clear and render_entry_saturation
1:02:38Note that this simplification provides us with the ability to view the fog from a different direction
1:02:38Note that this simplification provides us with the ability to view the fog from a different direction
1:02:38Note that this simplification provides us with the ability to view the fog from a different direction
1:03:34handmade_render_group.h: Add fog data to render_entry_cliprect
1:03:34handmade_render_group.h: Add fog data to render_entry_cliprect
1:03:34handmade_render_group.h: Add fog data to render_entry_cliprect
1:03:54handmade_opengl.cpp: Make the render_entry_textured_quads case in OpenGLRenderCommands() set the fog data
1:03:54handmade_opengl.cpp: Make the render_entry_textured_quads case in OpenGLRenderCommands() set the fog data
1:03:54handmade_opengl.cpp: Make the render_entry_textured_quads case in OpenGLRenderCommands() set the fog data
1:05:08win32_handmade.cpp: Pull in glUniform1f, glUniform2fv, glUniform3fv and glUniform4fv from corearb.h3
1:05:08win32_handmade.cpp: Pull in glUniform1f, glUniform2fv, glUniform3fv and glUniform4fv from corearb.h3
1:05:08win32_handmade.cpp: Pull in glUniform1f, glUniform2fv, glUniform3fv and glUniform4fv from corearb.h3
1:08:06Run the game to determine that we are passing everything through correctly
1:08:06Run the game to determine that we are passing everything through correctly
1:08:06Run the game to determine that we are passing everything through correctly
1:08:16handmade_render_group.h: Add a render_entry_cliprect LastSetup to render_group and propagate that change
1:08:16handmade_render_group.h: Add a render_entry_cliprect LastSetup to render_group and propagate that change
1:08:16handmade_render_group.h: Add a render_entry_cliprect LastSetup to render_group and propagate that change
1:13:36handmade_render_group.cpp: Clean up how the render_entry_cliprect NewSetup gets used
1:13:36handmade_render_group.cpp: Clean up how the render_entry_cliprect NewSetup gets used
1:13:36handmade_render_group.cpp: Clean up how the render_entry_cliprect NewSetup gets used
1:19:58handmade_math.h: Introduce versions of RectMinMax() and RectMinDim() that return a rentangle2i
1:19:58handmade_math.h: Introduce versions of RectMinMax() and RectMinDim() that return a rentangle2i
1:19:58handmade_math.h: Introduce versions of RectMinMax() and RectMinDim() that return a rentangle2i
1:21:32handmade_render_group.cpp: Continue cleaning up the use of NewSetup
1:21:32handmade_render_group.cpp: Continue cleaning up the use of NewSetup
1:21:32handmade_render_group.cpp: Continue cleaning up the use of NewSetup
1:22:42Run the game to see nothing yet
1:22:42Run the game to see nothing yet
1:22:42Run the game to see nothing yet
1:23:01handmade_render_group.cpp: Make BeginRenderGroup() initialise the fog distances
1:23:01handmade_render_group.cpp: Make BeginRenderGroup() initialise the fog distances
1:23:01handmade_render_group.cpp: Make BeginRenderGroup() initialise the fog distances
1:23:45Run the game to see our game drawing correctly, and note why
1:23:45Run the game to see our game drawing correctly, and note why
1:23:45Run the game to see our game drawing correctly, and note why
1:24:47handmade_render_group.cpp: Enable SetCameraTransform() to compute the fog by its distance
1:24:47handmade_render_group.cpp: Enable SetCameraTransform() to compute the fog by its distance
1:24:47handmade_render_group.cpp: Enable SetCameraTransform() to compute the fog by its distance
1:26:36Run the game to see the fog taking effect through the hole
1:26:36Run the game to see the fog taking effect through the hole
1:26:36Run the game to see the fog taking effect through the hole
1:27:21handmade_opengl.cpp: Enable the FragmentCode to take a FogColor and blend part of it
1:27:21handmade_opengl.cpp: Enable the FragmentCode to take a FogColor and blend part of it
1:27:21handmade_opengl.cpp: Enable the FragmentCode to take a FogColor and blend part of it
1:30:19handmade_render_group.h: Add FogColor to render_entry_cliprect
1:30:19handmade_render_group.h: Add FogColor to render_entry_cliprect
1:30:19handmade_render_group.h: Add FogColor to render_entry_cliprect
1:30:28handmade_opengl.cpp: Make OpenGLRenderCommands() set that FogColor
1:30:28handmade_opengl.cpp: Make OpenGLRenderCommands() set that FogColor
1:30:28handmade_opengl.cpp: Make OpenGLRenderCommands() set that FogColor
1:31:40Run the game to see our programatically set fog colour
1:31:40Run the game to see our programatically set fog colour
1:31:40Run the game to see our programatically set fog colour
1:31:45handmade_render_group.cpp: Tweak the FogColor in BeginRenderGroup()
1:31:45handmade_render_group.cpp: Tweak the FogColor in BeginRenderGroup()
1:31:45handmade_render_group.cpp: Tweak the FogColor in BeginRenderGroup()
1:33:14handmade_render_group.cpp: Investigate how Clear() is working
1:33:14handmade_render_group.cpp: Investigate how Clear() is working
1:33:14handmade_render_group.cpp: Investigate how Clear() is working
1:35:57handmade_math.h: Introduce LinearTosRGB()
1:35:57handmade_math.h: Introduce LinearTosRGB()
1:35:57handmade_math.h: Introduce LinearTosRGB()
1:36:33handmade_render_group.cpp: Make BeginRenderGroup() Square the FogColor, and run the game to determine that the Clear does not go through sRGB
1:36:33handmade_render_group.cpp: Make BeginRenderGroup() Square the FogColor, and run the game to determine that the Clear does not go through sRGB
1:36:33handmade_render_group.cpp: Make BeginRenderGroup() Square the FogColor, and run the game to determine that the Clear does not go through sRGB
1:37:06handmade_platform.h: Label the ClearColor in game_render_commands as not in linear space, but in sRGB space
1:37:06handmade_platform.h: Label the ClearColor in game_render_commands as not in linear space, but in sRGB space
1:37:06handmade_platform.h: Label the ClearColor in game_render_commands as not in linear space, but in sRGB space
1:39:05handmade_render_group.cpp: Make Clear() set the FogColor
1:39:05handmade_render_group.cpp: Make Clear() set the FogColor
1:39:05handmade_render_group.cpp: Make Clear() set the FogColor
1:41:21Run the game and consider that to be quite good
1:41:21Run the game and consider that to be quite good
1:41:21Run the game and consider that to be quite good
1:42:30Consider handling alpha fading of levels nearer to the camera than the hero's current level
1:42:30Consider handling alpha fading of levels nearer to the camera than the hero's current level
1:42:30Consider handling alpha fading of levels nearer to the camera than the hero's current level
1:43:39handmade_world_mode.cpp: Enable AddStandardRoom() to generate stairs
1:43:39handmade_world_mode.cpp: Enable AddStandardRoom() to generate stairs
1:43:39handmade_world_mode.cpp: Enable AddStandardRoom() to generate stairs
1:49:23Run the game and hop down the stairs
1:49:23Run the game and hop down the stairs
1:49:23Run the game and hop down the stairs
1:51:25handmade_render_group.h: Rename render_entry_cliprect to render_setup for render_entry_textured_quads to contain, and propagate this change, simplifying PushSetup() and OpenGLRenderCommands()
1:51:25handmade_render_group.h: Rename render_entry_cliprect to render_setup for render_entry_textured_quads to contain, and propagate this change, simplifying PushSetup() and OpenGLRenderCommands()
1:51:25handmade_render_group.h: Rename render_entry_cliprect to render_setup for render_entry_textured_quads to contain, and propagate this change, simplifying PushSetup() and OpenGLRenderCommands()
2:13:17handmade_render.cpp: Remove LinearizeClipRects() and PrepForRender()
2:13:17handmade_render.cpp: Remove LinearizeClipRects() and PrepForRender()
2:13:17handmade_render.cpp: Remove LinearizeClipRects() and PrepForRender()
2:14:39Run the game to see that that worked just great, with a few words on how much cleaner the render commands are now
2:14:39Run the game to see that that worked just great, with a few words on how much cleaner the render commands are now
2:14:39Run the game to see that that worked just great, with a few words on how much cleaner the render commands are now
2:15:57Q&A
2:15:57Q&A
2:15:57Q&A
2:16:50nyeecola Has the framerate tanked after implementing fog? Or was that a wrong impression of mine?
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2:16:50nyeecola Has the framerate tanked after implementing fog? Or was that a wrong impression of mine?
🗪
2:16:50nyeecola Has the framerate tanked after implementing fog? Or was that a wrong impression of mine?
🗪
2:17:02Compile and run with various optimisation settings
2:17:02Compile and run with various optimisation settings
2:17:02Compile and run with various optimisation settings
2:19:54Miblo Now that we're full 3D, may it be worth extending the debug visualisation rectangles into the third dimension?
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2:19:54Miblo Now that we're full 3D, may it be worth extending the debug visualisation rectangles into the third dimension?
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2:19:54Miblo Now that we're full 3D, may it be worth extending the debug visualisation rectangles into the third dimension?
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2:20:19nyeecola Why would you (in this case) compile without optimizations? I don't get how it changes your framerate that much (sorry if this is a dumb question)
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2:20:19nyeecola Why would you (in this case) compile without optimizations? I don't get how it changes your framerate that much (sorry if this is a dumb question)
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2:20:19nyeecola Why would you (in this case) compile without optimizations? I don't get how it changes your framerate that much (sorry if this is a dumb question)
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2:21:28handmade_sim_region.cpp: Make a KillSwitch to disable GetClosestTraversable()
2:21:28handmade_sim_region.cpp: Make a KillSwitch to disable GetClosestTraversable()
2:21:28handmade_sim_region.cpp: Make a KillSwitch to disable GetClosestTraversable()
2:23:42Run the game and compare the framerate with and without GetClosestTraversable() running
2:23:42Run the game and compare the framerate with and without GetClosestTraversable() running
2:23:42Run the game and compare the framerate with and without GetClosestTraversable() running
2:25:43Step in to GetClosestTraversable() and calculate how many operations it performs, and the number of cycles in which it must execute
2:25:43Step in to GetClosestTraversable() and calculate how many operations it performs, and the number of cycles in which it must execute
2:25:43Step in to GetClosestTraversable() and calculate how many operations it performs, and the number of cycles in which it must execute
2:30:12Look at the disassembly for GetClosestTraversable() when compiled with -Od
2:30:12Look at the disassembly for GetClosestTraversable() when compiled with -Od
2:30:12Look at the disassembly for GetClosestTraversable() when compiled with -Od
2:33:00Switch to -O2 and look at the disassembly for GetClosestTraversable() again
2:33:00Switch to -O2 and look at the disassembly for GetClosestTraversable() again
2:33:00Switch to -O2 and look at the disassembly for GetClosestTraversable() again
2:36:08Compiling with optimisations on inhibits our ability to debug the code effectively
2:36:08Compiling with optimisations on inhibits our ability to debug the code effectively
2:36:08Compiling with optimisations on inhibits our ability to debug the code effectively
2:39:55macielda How do you feel about Uniform Buffer Objects? Am I right to assume the Render Setup struct could be passed to the shader as an UBO instead of separate Uniforms?
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2:39:55macielda How do you feel about Uniform Buffer Objects? Am I right to assume the Render Setup struct could be passed to the shader as an UBO instead of separate Uniforms?
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2:39:55macielda How do you feel about Uniform Buffer Objects? Am I right to assume the Render Setup struct could be passed to the shader as an UBO instead of separate Uniforms?
🗪
2:40:24macielda How does the hero know it should hop to the lower level instead of the upper level at the end of the stairs? Where is the code for that?
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2:40:24macielda How does the hero know it should hop to the lower level instead of the upper level at the end of the stairs? Where is the code for that?
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2:40:24macielda How does the hero know it should hop to the lower level instead of the upper level at the end of the stairs? Where is the code for that?
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2:41:10thesizik What does the software renderer look like at the moment?
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2:41:10thesizik What does the software renderer look like at the moment?
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2:41:10thesizik What does the software renderer look like at the moment?
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2:41:33chrysos42 I assume the problems you solve in Handmade Hero are fairly representative of problems you face as a game dev. Can you comment about any social aspects of being a game dev, e.g. how collaborative or supportive the community is, or what it's like sharing a codebase with a number of others?
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2:41:33chrysos42 I assume the problems you solve in Handmade Hero are fairly representative of problems you face as a game dev. Can you comment about any social aspects of being a game dev, e.g. how collaborative or supportive the community is, or what it's like sharing a codebase with a number of others?
🗪
2:41:33chrysos42 I assume the problems you solve in Handmade Hero are fairly representative of problems you face as a game dev. Can you comment about any social aspects of being a game dev, e.g. how collaborative or supportive the community is, or what it's like sharing a codebase with a number of others?
🗪
2:44:18rocketbuny How many lines of code does Handmade Hero have?
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2:44:18rocketbuny How many lines of code does Handmade Hero have?
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2:44:18rocketbuny How many lines of code does Handmade Hero have?
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2:47:42Wind it on down with a glimpse into the future
2:47:42Wind it on down with a glimpse into the future
2:47:42Wind it on down with a glimpse into the future