is presently its sole maintainer,
You can support him:
Recap and set the stage for the day with a few words on renderer programming
Try to run the game, but be told that our Visual Studio Community 2013 license "has gone stale"
Consider our options
Check for a build of Milton for Linux [see Resources, Milton]
Consider taking a poll
Try putting in our credentials
Run the game and note the problem imposed by the 2.5D world with respect to lighting
Consider making a voxelisation pass in order to give us some usable geometry
Blackboard: Looking up our lighting from a texture
Blackboard: Extending this texture sampling into three dimensions
Blackboard: Spherical harmonics and Fourier transform
Blackboard: Lighting Equation
handmade_opengl.cpp: Make CompilePeelComposite() not use the specular but only the diffuse coefficient, and run the game to see what that looks like
Blackboard: Specular and Diffuse
Blackboard: Texture encoding for the lighting
handmade_opengl.h: Add lighting data to the open_gl struct
handmade_platform.h: Enable DefaultRenderCommands() to set lighting settings
handmade_opengl.cpp: Enable OpenGLChangeToSettings() to create a lighting framebuffer
Consider the need for a different type of storage from the depth peels
handmade_platform.h: Add lighting data to the game_render_settings struct
handmade_opengl.cpp: Start to enable OpenGLChangeToSettings() to create a light texture
handmade_platform.h: Specify that the lighting data in game_render_settings is a power of 2
handmade_opengl.cpp: Finish enabling OpenGLChangeToSettings() to fully create a light texture
Blackboard: Consider storing three directional and one intensity value
hanmdade_opengl.cpp: Enable CreateFramebuffer() to handle floating point textures
Run the game with a floating point depth buffer
handmade_opengl.cpp: Try using GL_DEPTH_COMPONENT24 and run the game to see how that is
handmade_opengl.cpp: Set up CompilePeelComposite() to handle our new lighting texture encoding
Run the game to see the exact same thing
handmade_opengl.cpp: Make CompilePeelComposite() produce coloured light
Run the game to see that coloured light
insobot Q: 12 minutes into the main stream. 108 until Q&A. (based on NOTE)
Miblo Q: On a scale of 0-15, how disappointed are you that Visual Studio continued working as normal today?
desuused Q: Don't you find this lighting way too advanced for a 2.5D game?
uplinkcoder Q: Can I stream C => D conversion of Handmade Hero, without infringing on the copyright?
sharlock93 Q: How excited are you for Per's project?
sharlock93 Q: No, he is making an entire computer from scratch using FPGAs and hardware
Mention riskyfive's FPGA-based project
rupan3 Q: Will Jon ever do handamde compiler?
Miblo Q: It's actually miotatsu who's doing RISCY BUSINESS
cubercaleb Q: Short of the fact that most gamers use Windows, is there any reason to do most of the development on Windows?
ray_caster Q: Do you have any anecdotes of horrible debugging (CPU) experiences using Linux debuggers?
dmitsuki Q: Have you considered vscode over Visual Studio? Still Microsoft, but much more lightweight, and you get the visual studio debugger
ray_caster Q: Have you tried visual debugging using QT Creator? Does not seem to have the issues you describe, at least not for moderately large projects
dmitsuki Q: On windows. on Linux you don't get the vc++ debugger
Try Visual Studio Code [see Resources, Visual Studio Code]
cynokron Q: Reload
Reload Visual Studio Code
ionutcava Q: Open Folder -> select source folder
Have doubts about Visual Studio Code
desuused Q: I think in this particular case you're being dumb because you complain about a program you don't have experience in
desuused Q: Open folder code, add configuration for C++, add breakpoint wherever you want, start debugging
dmitsuki Q: Yeah, you can add more include directories
Gauge the single-stepping speed of Visual Studio Code
dandymcgee Q: Help -> Toggle Developer Tools
dmitsuki Q: You can view the disassembly
dmitsuki Q: But I think you have to debug with -exec disassembly
dmitsuki Q: If I recall correctly, it's in args
dandymcgee Q: "You can view disassembly in vscode using the -exec disassembly command in the debug console. Registers can be viewed the same way (-exec info registers)"
elim92 Q: Just disassembly is the command
desuused Q: You could try using command palette to look for disassembly (press Ctrl-Shift-P)
wgg25 Q: What's the reason behind checking out this atrocity of a program?
Plug Lysa and RemedyBD
fr0styninja Q: How do you feel after today's stream. We nearly switched to Linux and now you're looking for answers regarding a web editor on stackoverflow
ray_caster Q: Are you still tempted at moving the project to Linux?
AsafGartner Q: Don't forget to delete the .vscode folder that it created
Wrap it up