Raycasting AABBs Directly

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Previous: 'Passing Lighting as Boxes'

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0:01Recap and set the stage for the day

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0:01Recap and set the stage for the day

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0:01Recap and set the stage for the day

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0:53Run the game with the determination to raycast lighting boxes directly

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0:53Run the game with the determination to raycast lighting boxes directly

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0:53Run the game with the determination to raycast lighting boxes directly

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3:07Move the Surface computations from LightingTest() into RayCast()

3:07Move the Surface computations from LightingTest() into RayCast()

3:07Move the Surface computations from LightingTest() into RayCast()

6:30Replace HitSurface in AccumulateSample() and RayCast() with a lighting_box

6:30Replace HitSurface in AccumulateSample() and RayCast() with a lighting_box

6:30Replace HitSurface in AccumulateSample() and RayCast() with a lighting_box

16:10Run the game to see our slow lighting solution, and determine to investigate the slowness

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16:10Run the game to see our slow lighting solution, and determine to investigate the slowness

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16:10Run the game to see our slow lighting solution, and determine to investigate the slowness

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18:01Add a TIMED_FUNCTION in RayCast()

18:01Add a TIMED_FUNCTION in RayCast()

18:01Add a TIMED_FUNCTION in RayCast()

18:22Run the game and consult the profiler to see that RayCast() is our most costly function

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18:22Run the game and consult the profiler to see that RayCast() is our most costly function

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18:22Run the game and consult the profiler to see that RayCast() is our most costly function

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19:48Check the day

^{1}^{,2}🗹

19:48Check the day

^{1}^{,2}🗹

19:48Check the day

^{1}^{,2}🗹

20:30Raycasting Against AABB

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20:30Raycasting Against AABB

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20:30Raycasting Against AABB

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24:14Relieve RayCast() of testing RaySourceN for every surface

24:14Relieve RayCast() of testing RaySourceN for every surface

24:14Relieve RayCast() of testing RaySourceN for every surface

29:17Run the game to see that we halved the cost of RayCast()

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29:17Run the game to see that we halved the cost of RayCast()

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29:17Run the game to see that we halved the cost of RayCast()

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29:56Relieve RayCast() of using redundant data

29:56Relieve RayCast() of using redundant data

29:56Relieve RayCast() of using redundant data

32:26Run the game to see that that didn't speed it up

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32:26Run the game to see that that didn't speed it up

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32:26Run the game to see that that didn't speed it up

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32:34Make RayCast() perform inline the functionality of GetBoxSurface()

32:34Make RayCast() perform inline the functionality of GetBoxSurface()

32:34Make RayCast() perform inline the functionality of GetBoxSurface()

34:25Run the game to see that that halved the cost of RayCast()

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34:25Run the game to see that that halved the cost of RayCast()

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34:25Run the game to see that that halved the cost of RayCast()

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35:00Relieve RayCast() of performing redundant work originally necessitated by GetBoxSurface()

35:00Relieve RayCast() of performing redundant work originally necessitated by GetBoxSurface()

35:00Relieve RayCast() of performing redundant work originally necessitated by GetBoxSurface()

38:52Run the game to see that the lighting is busted

^{α}🏃

38:52Run the game to see that the lighting is busted

^{α}🏃

38:52Run the game to see that the lighting is busted

^{α}🏃

39:22Reenable RayCast() to actually compute all the lighting

39:22Reenable RayCast() to actually compute all the lighting

39:22Reenable RayCast() to actually compute all the lighting

42:05Run the game to see that our lighting is back

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42:05Run the game to see that our lighting is back

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42:05Run the game to see that our lighting is back

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42:38Optimise the Normal value out of RayCast() and introduce a Sign value

42:38Optimise the Normal value out of RayCast() and introduce a Sign value

42:38Optimise the Normal value out of RayCast() and introduce a Sign value

50:30Run the game to see that we're a little faster

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50:30Run the game to see that we're a little faster

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50:30Run the game to see that we're a little faster

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50:34Optimise the SignX value out of RayCast()

50:34Optimise the SignX value out of RayCast()

50:34Optimise the SignX value out of RayCast()

53:22Optimise the HalfWidth and HalfHeight values out of RayCast()

53:22Optimise the HalfWidth and HalfHeight values out of RayCast()

53:22Optimise the HalfWidth and HalfHeight values out of RayCast()

54:21Optimise the Width and Height inner product computations out of RayCast()

54:21Optimise the Width and Height inner product computations out of RayCast()

54:21Optimise the Width and Height inner product computations out of RayCast()

58:39Run the game to see that we are down below 60ms

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58:39Run the game to see that we are down below 60ms

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58:39Run the game to see that we are down below 60ms

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58:55Change RelOrigin to be relative to the MinCorner in RayCast()

58:55Change RelOrigin to be relative to the MinCorner in RayCast()

58:55Change RelOrigin to be relative to the MinCorner in RayCast()

1:03:16Run the game to see that the lighting is different and investigate why

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1:03:16Run the game to see that the lighting is different and investigate why

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1:03:16Run the game to see that the lighting is different and investigate why

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1:04:39Revert that RelOrigin change

1:04:39Revert that RelOrigin change

1:04:39Revert that RelOrigin change

1:05:11Determining the ray intersection point more efficiently

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1:05:11Determining the ray intersection point more efficiently

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1:05:11Determining the ray intersection point more efficiently

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1:06:53Try again to make RayCast() use the HalfWidth and HalfHeight instead of Width and Height

1:06:53Try again to make RayCast() use the HalfWidth and HalfHeight instead of Width and Height

1:06:53Try again to make RayCast() use the HalfWidth and HalfHeight instead of Width and Height

1:07:25Run the game to see that the lighting is wrong again

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1:07:25Run the game to see that the lighting is wrong again

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1:07:25Run the game to see that the lighting is wrong again

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1:08:09Make RayCast() correctly compute the Width and Height

1:08:09Make RayCast() correctly compute the Width and Height

1:08:09Make RayCast() correctly compute the Width and Height

1:08:40Run the game to see that the lighting remains correct

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1:08:40Run the game to see that the lighting remains correct

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1:08:40Run the game to see that the lighting remains correct

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1:08:43Consider storing the Span and P in the Box

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1:08:43Consider storing the Span and P in the Box

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1:08:43Consider storing the Span and P in the Box

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1:09:17Run the game to see that we are at 52ms

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1:09:17Run the game to see that we are at 52ms

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1:09:17Run the game to see that we are at 52ms

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1:09:37Toggle off the snake in PlayWorld()

1:09:37Toggle off the snake in PlayWorld()

1:09:37Toggle off the snake in PlayWorld()

1:09:54Run the game to see that we are at 26ms

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1:09:54Run the game to see that we are at 26ms

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1:09:54Run the game to see that we are at 26ms

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1:10:07Relieve RayCast() of doing an extra comparison of XCheck and YCheck with Width and Height respectively

1:10:07Relieve RayCast() of doing an extra comparison of XCheck and YCheck with Width and Height respectively

1:10:30Run the game to see that we are about the same

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1:10:30Run the game to see that we are about the same

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1:10:30Run the game to see that we are about the same

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1:10:46Add P and Radius to lighting_box for RayCast(), GetBoxSurface() and PushCube() to use

1:10:46Add P and Radius to lighting_box for RayCast(), GetBoxSurface() and PushCube() to use

1:10:46Add P and Radius to lighting_box for RayCast(), GetBoxSurface() and PushCube() to use

1:21:54Run the game to see black lighting

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1:21:54Run the game to see black lighting

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1:21:54Run the game to see black lighting

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1:23:16Step in to GetBoxSurface() and inspect its values

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1:23:16Step in to GetBoxSurface() and inspect its values

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1:23:16Step in to GetBoxSurface() and inspect its values

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1:25:34Make PushCube() correctly set the P and Radius

1:25:34Make PushCube() correctly set the P and Radius

1:25:34Make PushCube() correctly set the P and Radius

1:26:24Run the game to see that the lighting is better

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1:26:24Run the game to see that the lighting is better

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1:26:24Run the game to see that the lighting is better

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1:27:13Toggle back on the snake in PlayWorld()

1:27:13Toggle back on the snake in PlayWorld()

1:27:13Toggle back on the snake in PlayWorld()

1:27:24Run the game to see that we're at 47ms

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1:27:24Run the game to see that we're at 47ms

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1:27:24Run the game to see that we're at 47ms

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1:28:43Toggle off the TIMED_FUNCTION in RayCast()

1:28:43Toggle off the TIMED_FUNCTION in RayCast()

1:28:43Toggle off the TIMED_FUNCTION in RayCast()

1:28:52Run the game to see that we are below 40ms

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1:28:52Run the game to see that we are below 40ms

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1:28:52Run the game to see that we are below 40ms

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1:29:14Try to unroll the Axis loop in RayCast()

1:29:14Try to unroll the Axis loop in RayCast()

1:29:14Try to unroll the Axis loop in RayCast()

1:33:08Run the game to see that we are below 30ms

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1:33:08Run the game to see that we are below 30ms

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1:33:08Run the game to see that we are below 30ms

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1:33:50Further compress the Axis "cases" in RayCast()

1:33:50Further compress the Axis "cases" in RayCast()

1:33:50Further compress the Axis "cases" in RayCast()

1:37:28Run the game to see that we remain below 30ms

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1:37:28Run the game to see that we remain below 30ms

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1:37:28Run the game to see that we remain below 30ms

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1:37:38Relieve RayCast() of multiplying the Sign in to RaySourceN and d

1:37:38Relieve RayCast() of multiplying the Sign in to RaySourceN and d

1:37:38Relieve RayCast() of multiplying the Sign in to RaySourceN and d

1:38:53Run the game to see that we remain below 30ms

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1:38:53Run the game to see that we remain below 30ms

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1:38:53Run the game to see that we remain below 30ms

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1:39:21Consider removing the Sign computation from RayCast()

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1:39:21Consider removing the Sign computation from RayCast()

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1:39:21Consider removing the Sign computation from RayCast()

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1:41:13Switch back to the looped version of RayCast() and relive that of multiplying the Sign in to the RaySourceN and d

1:41:13Switch back to the looped version of RayCast() and relive that of multiplying the Sign in to the RaySourceN and d

1:42:04Run the game

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1:42:04Run the game

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1:42:04Run the game

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1:42:16Q&A

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1:42:16Q&A

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1:42:16Q&A

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1:51:54Wrap it up

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1:51:54Wrap it up

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1:51:54Wrap it up

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Next: 'Modifying Lighting to Use a Spatial Hierarchy'

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