Handmade Hero»Episode Guide
Improved Sphere Distributions
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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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1:27Address the "Sphere generator alignment" issue1
1:27Address the "Sphere generator alignment" issue1
1:27Address the "Sphere generator alignment" issue1
3:02Show off our white noise sampling sphere
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3:02Show off our white noise sampling sphere
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3:02Show off our white noise sampling sphere
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5:54Blue Noise Slices
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5:54Blue Noise Slices
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5:54Blue Noise Slices
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6:55White noise
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6:55White noise
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6:55White noise
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8:47Blue noise, or Poisson distribution
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8:47Blue noise, or Poisson distribution
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8:47Blue noise, or Poisson distribution
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10:48Blue noise as an approximation of real-world tree distributions
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10:48Blue noise as an approximation of real-world tree distributions
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10:48Blue noise as an approximation of real-world tree distributions
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15:19Blue noise as a limiter (or sampler) of workload, computing the average colour of an intractably huge image
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15:19Blue noise as a limiter (or sampler) of workload, computing the average colour of an intractably huge image
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15:19Blue noise as a limiter (or sampler) of workload, computing the average colour of an intractably huge image
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19:41Structured–Unknown But Evenly-distributed sampling continuum
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19:41Structured–Unknown But Evenly-distributed sampling continuum
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19:41Structured–Unknown But Evenly-distributed sampling continuum
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24:59Sphere Sampling
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24:59Sphere Sampling
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24:59Sphere Sampling
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31:54Sphere Sampling Tuning vs Repulsion
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31:54Sphere Sampling Tuning vs Repulsion
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31:54Sphere Sampling Tuning vs Repulsion
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35:33Sphere Sampling Slicing
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35:33Sphere Sampling Slicing
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35:33Sphere Sampling Slicing
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37:27Make GenerateLightingPattern() apply repulsion to the white noise samples
37:27Make GenerateLightingPattern() apply repulsion to the white noise samples
37:27Make GenerateLightingPattern() apply repulsion to the white noise samples
49:14Distance-based repulsion around a sphere
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49:14Distance-based repulsion around a sphere
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49:14Distance-based repulsion around a sphere
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50:40Continue to make GenerateLightingPattern() apply distance-based repulsion to the white noise samples
50:40Continue to make GenerateLightingPattern() apply distance-based repulsion to the white noise samples
50:40Continue to make GenerateLightingPattern() apply distance-based repulsion to the white noise samples
51:20Hard clipping in purely distance-based repulsion
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51:20Hard clipping in purely distance-based repulsion
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51:20Hard clipping in purely distance-based repulsion
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52:38Continue to make GenerateLightingPattern() apply a smooth falloff to the repulsion
52:38Continue to make GenerateLightingPattern() apply a smooth falloff to the repulsion
52:38Continue to make GenerateLightingPattern() apply a smooth falloff to the repulsion
58:49Enable GenerateLightingPattern() to track the minimum and maximum distances between samples, to provide an exit condition
58:49Enable GenerateLightingPattern() to track the minimum and maximum distances between samples, to provide an exit condition
58:49Enable GenerateLightingPattern() to track the minimum and maximum distances between samples, to provide an exit condition
1:06:23Step through hhsphere
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1:06:23Step through hhsphere
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1:06:23Step through hhsphere
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1:08:16Praise RemedyBG: The FLT_MAX display
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1:08:16Praise RemedyBG: The FLT_MAX display
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1:08:16Praise RemedyBG: The FLT_MAX display
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1:08:57Continue to step through hhsphere
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1:08:57Continue to step through hhsphere
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1:08:57Continue to step through hhsphere
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1:10:11Fix GenerateLightingPattern() to initialise LastMinClosestPointDistance as 0.0f
1:10:11Fix GenerateLightingPattern() to initialise LastMinClosestPointDistance as 0.0f
1:10:11Fix GenerateLightingPattern() to initialise LastMinClosestPointDistance as 0.0f
1:10:45Step through hhsphere and watch the closest point distances slowly converge
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1:10:45Step through hhsphere and watch the closest point distances slowly converge
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1:10:45Step through hhsphere and watch the closest point distances slowly converge
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1:11:28Increase the MaxDispPerStep in GenerateLightingPattern() to speed up the convergence
1:11:28Increase the MaxDispPerStep in GenerateLightingPattern() to speed up the convergence
1:11:28Increase the MaxDispPerStep in GenerateLightingPattern() to speed up the convergence
1:12:02Step through hhsphere and see the closest point distances converge quickly
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1:12:02Step through hhsphere and see the closest point distances converge quickly
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1:12:02Step through hhsphere and see the closest point distances converge quickly
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1:12:09Make GenerateLightingPattern() set the MaxDispPerStep based on MaxClosestPointDistance
1:12:09Make GenerateLightingPattern() set the MaxDispPerStep based on MaxClosestPointDistance
1:12:09Make GenerateLightingPattern() set the MaxDispPerStep based on MaxClosestPointDistance
1:14:29Step through hhsphere and watch the closest point distances converge
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1:14:29Step through hhsphere and watch the closest point distances converge
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1:14:29Step through hhsphere and watch the closest point distances converge
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1:14:50Decrease the computed MaxDispPerStep in GenerateLightingPattern()
1:14:50Decrease the computed MaxDispPerStep in GenerateLightingPattern()
1:14:50Decrease the computed MaxDispPerStep in GenerateLightingPattern()
1:15:04Step through hhsphere and watch the closest point distances converge
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1:15:04Step through hhsphere and watch the closest point distances converge
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1:15:04Step through hhsphere and watch the closest point distances converge
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1:16:17floorislava RemedyBG 0.2.8.12
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1:16:17floorislava RemedyBG 0.2.8.12
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1:16:17floorislava RemedyBG 0.2.8.12
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1:16:32Copy handmade_sampling_spheres.inl in to place
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1:16:32Copy handmade_sampling_spheres.inl in to place
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1:16:32Copy handmade_sampling_spheres.inl in to place
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1:18:01Check out our (identical) sampling sphere
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1:18:01Check out our (identical) sampling sphere
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1:18:01Check out our (identical) sampling sphere
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1:20:00Again copy handmade_sampling_spheres.inl in to place
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1:20:00Again copy handmade_sampling_spheres.inl in to place
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1:20:00Again copy handmade_sampling_spheres.inl in to place
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1:20:20Check out our wrong-looking sampling sphere
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1:20:20Check out our wrong-looking sampling sphere
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1:20:20Check out our wrong-looking sampling sphere
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1:21:22Scrutinise our repulsion routine in GenerateLightingPattern()
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1:21:22Scrutinise our repulsion routine in GenerateLightingPattern()
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1:21:22Scrutinise our repulsion routine in GenerateLightingPattern()
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1:22:30Prevent GenerateLightingPattern() from zeroing out the Displacement
1:22:30Prevent GenerateLightingPattern() from zeroing out the Displacement
1:22:30Prevent GenerateLightingPattern() from zeroing out the Displacement
1:23:11Continue to scrutinise our repulsion routine in GenerateLightingPattern()
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1:23:11Continue to scrutinise our repulsion routine in GenerateLightingPattern()
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1:23:11Continue to scrutinise our repulsion routine in GenerateLightingPattern()
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1:23:56Repulsion around the great arc
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1:23:56Repulsion around the great arc
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1:23:56Repulsion around the great arc
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1:25:28Continue to scrutinise and clean-up our repulsion routine in GenerateLightingPattern()
🖮
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1:25:28Continue to scrutinise and clean-up our repulsion routine in GenerateLightingPattern()
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1:25:28Continue to scrutinise and clean-up our repulsion routine in GenerateLightingPattern()
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1:27:48Invoke hhsphere overwriting the real handmade_sampling_spheres.inl
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1:27:48Invoke hhsphere overwriting the real handmade_sampling_spheres.inl
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1:27:48Invoke hhsphere overwriting the real handmade_sampling_spheres.inl
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1:29:14Make GenerateLightingPattern() print out the sampling directions
1:29:14Make GenerateLightingPattern() print out the sampling directions
1:29:14Make GenerateLightingPattern() print out the sampling directions
1:30:52Invoke hhsphere again and watch the distances converge
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1:30:52Invoke hhsphere again and watch the distances converge
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1:30:52Invoke hhsphere again and watch the distances converge
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1:31:45Make GenerateLightingPattern() track the MinMaxSeparation and bail if it ever increases
1:31:45Make GenerateLightingPattern() track the MinMaxSeparation and bail if it ever increases
1:31:45Make GenerateLightingPattern() track the MinMaxSeparation and bail if it ever increases
1:33:34Step through GenerateLightingPattern() until the MinMaxSeparation increases
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1:33:34Step through GenerateLightingPattern() until the MinMaxSeparation increases
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1:33:34Step through GenerateLightingPattern() until the MinMaxSeparation increases
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1:34:47Give GenerateLightingPattern() a more distant exit condition
1:34:47Give GenerateLightingPattern() a more distant exit condition
1:34:47Give GenerateLightingPattern() a more distant exit condition
1:35:04Invoke hhsphere and watch the distances converge
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1:35:04Invoke hhsphere and watch the distances converge
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1:35:04Invoke hhsphere and watch the distances converge
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1:35:29Fix GenerateLightingPattern() to set the LastMinMaxSeparation in the correct place
1:35:29Fix GenerateLightingPattern() to set the LastMinMaxSeparation in the correct place
1:35:29Fix GenerateLightingPattern() to set the LastMinMaxSeparation in the correct place
1:35:38Invoke hhsphere and watch the distances supposedly converging
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1:35:38Invoke hhsphere and watch the distances supposedly converging
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1:35:38Invoke hhsphere and watch the distances supposedly converging
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1:36:59Consider how to improve our sample repulsion
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1:36:59Consider how to improve our sample repulsion
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1:36:59Consider how to improve our sample repulsion
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1:38:23Tangential repulsion
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1:38:23Tangential repulsion
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1:38:23Tangential repulsion
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1:39:35Make GenerateLightingPattern() tangentially repulse the samples
1:39:35Make GenerateLightingPattern() tangentially repulse the samples
1:39:35Make GenerateLightingPattern() tangentially repulse the samples
1:40:17Invoke hhsphere and watch the distances converge
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1:40:17Invoke hhsphere and watch the distances converge
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1:40:17Invoke hhsphere and watch the distances converge
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1:41:00Check out our (identical) sampling sphere
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1:41:00Check out our (identical) sampling sphere
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1:41:00Check out our (identical) sampling sphere
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1:42:21Give GenerateLightingPattern() a yet further distant exit condition
1:42:21Give GenerateLightingPattern() a yet further distant exit condition
1:42:21Give GenerateLightingPattern() a yet further distant exit condition
1:42:40Invoke hhsphere and watch the distances converge
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1:42:40Invoke hhsphere and watch the distances converge
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1:42:40Invoke hhsphere and watch the distances converge
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1:42:56Give GenerateLightingPattern() a yet further distant exit condition
1:42:56Give GenerateLightingPattern() a yet further distant exit condition
1:42:56Give GenerateLightingPattern() a yet further distant exit condition
1:43:03Invoke hhsphere and watch the distances converge
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1:43:03Invoke hhsphere and watch the distances converge
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1:43:03Invoke hhsphere and watch the distances converge
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1:44:12Check out our sampling sphere to see that samples are clearly not equidistant
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1:44:12Check out our sampling sphere to see that samples are clearly not equidistant
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1:44:12Check out our sampling sphere to see that samples are clearly not equidistant
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1:45:23Fix GenerateLightingPattern() to compute the ForceLineLength before the tangent
1:45:23Fix GenerateLightingPattern() to compute the ForceLineLength before the tangent
1:45:23Fix GenerateLightingPattern() to compute the ForceLineLength before the tangent
1:47:13Invoke hhsphere to see that it struggles to converge
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1:47:13Invoke hhsphere to see that it struggles to converge
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1:47:13Invoke hhsphere to see that it struggles to converge
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1:48:22Decrease the MaxDispPerStep multiplier to 0.01f in GenerateLightingPattern()
1:48:22Decrease the MaxDispPerStep multiplier to 0.01f in GenerateLightingPattern()
1:48:22Decrease the MaxDispPerStep multiplier to 0.01f in GenerateLightingPattern()
1:48:32Invoke hhsphere to see that it seems to be converging more cleanly
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1:48:32Invoke hhsphere to see that it seems to be converging more cleanly
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1:48:32Invoke hhsphere to see that it seems to be converging more cleanly
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1:50:24Increase the MaxDispPerStep multiplier to 0.025f in GenerateLightingPattern()
1:50:24Increase the MaxDispPerStep multiplier to 0.025f in GenerateLightingPattern()
1:50:24Increase the MaxDispPerStep multiplier to 0.025f in GenerateLightingPattern()
1:50:36Invoke hhsphere and watch the distances converge
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1:50:36Invoke hhsphere and watch the distances converge
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1:50:36Invoke hhsphere and watch the distances converge
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1:51:59Increase the MaxDispPerStep multiplier to 0.05f in GenerateLightingPattern()
1:51:59Increase the MaxDispPerStep multiplier to 0.05f in GenerateLightingPattern()
1:51:59Increase the MaxDispPerStep multiplier to 0.05f in GenerateLightingPattern()
1:52:09Invoke hhsphere to see the distances start to oscillate
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1:52:09Invoke hhsphere to see the distances start to oscillate
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1:52:09Invoke hhsphere to see the distances start to oscillate
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1:54:06Make GenerateLightingPattern() exit once the MinMaxSeparation is 0.02f
1:54:06Make GenerateLightingPattern() exit once the MinMaxSeparation is 0.02f
1:54:06Make GenerateLightingPattern() exit once the MinMaxSeparation is 0.02f
1:54:25Invoke hhsphere until the distances converge
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1:54:25Invoke hhsphere until the distances converge
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1:54:25Invoke hhsphere until the distances converge
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1:54:58Check out our (still identical) sampling sphere, to determine that we are possibly measuring or writing out something incorrectly
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1:54:58Check out our (still identical) sampling sphere, to determine that we are possibly measuring or writing out something incorrectly
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1:54:58Check out our (still identical) sampling sphere, to determine that we are possibly measuring or writing out something incorrectly
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1:58:30Q&A
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1:58:30Q&A
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1:58:30Q&A
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1:58:54vaualbus Q: You use two times the Min
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1:58:54vaualbus Q: You use two times the Min
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1:58:54vaualbus Q: You use two times the Min
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1:59:01Fix typo in the MaxClosestPointDistance computation in GenerateLightingPattern()
1:59:01Fix typo in the MaxClosestPointDistance computation in GenerateLightingPattern()
1:59:01Fix typo in the MaxClosestPointDistance computation in GenerateLightingPattern()
1:59:14Invoke hhsphere to see the distances oscillate more wildly
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1:59:14Invoke hhsphere to see the distances oscillate more wildly
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1:59:14Invoke hhsphere to see the distances oscillate more wildly
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1:59:54Decrease the MaxDispPerStep multiplier to 0.01f in GenerateLightingPattern()
1:59:54Decrease the MaxDispPerStep multiplier to 0.01f in GenerateLightingPattern()
1:59:54Decrease the MaxDispPerStep multiplier to 0.01f in GenerateLightingPattern()
2:00:11Invoke hhsphere and leave it hopefully converging
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2:00:11Invoke hhsphere and leave it hopefully converging
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2:00:11Invoke hhsphere and leave it hopefully converging
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2:00:41drzool Q: When will you start reading chat during the session?
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2:00:41drzool Q: When will you start reading chat during the session?
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2:00:41drzool Q: When will you start reading chat during the session?
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2:02:15Gauge the convergence of our distances
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2:02:15Gauge the convergence of our distances
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2:02:15Gauge the convergence of our distances
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2:02:43somebody_took_my_name Q: Could you use a function like gravity and just sum up all the forces applied by all other points, where the force is proportional to the distance squared?
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2:02:43somebody_took_my_name Q: Could you use a function like gravity and just sum up all the forces applied by all other points, where the force is proportional to the distance squared?
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2:02:43somebody_took_my_name Q: Could you use a function like gravity and just sum up all the forces applied by all other points, where the force is proportional to the distance squared?
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2:03:45somebody_took_my_name Q: But it would remove the if statements, right
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2:03:45somebody_took_my_name Q: But it would remove the if statements, right
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2:03:45somebody_took_my_name Q: But it would remove the if statements, right
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2:04:16an0mal0caris Q: Is something like a golden spiral method too deterministic? I missed the beginning
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2:04:16an0mal0caris Q: Is something like a golden spiral method too deterministic? I missed the beginning
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2:04:16an0mal0caris Q: Is something like a golden spiral method too deterministic? I missed the beginning
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2:05:13raulrita Q: Is there any save / load state of the entire game, e.g. for resume purposes? Serialization?
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2:05:13raulrita Q: Is there any save / load state of the entire game, e.g. for resume purposes? Serialization?
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2:05:13raulrita Q: Is there any save / load state of the entire game, e.g. for resume purposes? Serialization?
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2:06:39xrxr13579 Q: How do you measure stalls that happen on a particular memory load? Is it even a good metric to measure?
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2:06:39xrxr13579 Q: How do you measure stalls that happen on a particular memory load? Is it even a good metric to measure?
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2:06:39xrxr13579 Q: How do you measure stalls that happen on a particular memory load? Is it even a good metric to measure?
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2:10:07chrysos42 Q: I only caught the end, so I may be misunderstanding. Won't the points get farther and farther from the sphere, since you only normalize at the end?
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2:10:07chrysos42 Q: I only caught the end, so I may be misunderstanding. Won't the points get farther and farther from the sphere, since you only normalize at the end?
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2:10:07chrysos42 Q: I only caught the end, so I may be misunderstanding. Won't the points get farther and farther from the sphere, since you only normalize at the end?
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2:10:44drzool Q: What spatial partitioning method would you use on this problem?
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2:10:44drzool Q: What spatial partitioning method would you use on this problem?
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2:10:44drzool Q: What spatial partitioning method would you use on this problem?
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2:11:43worldsigniayt Q: For a dedicated server using winsockets, how would you send the player data? Is like a JSON serialization possible or should I use other formats to send player / game state to all clients like every x ticks?
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2:11:43worldsigniayt Q: For a dedicated server using winsockets, how would you send the player data? Is like a JSON serialization possible or should I use other formats to send player / game state to all clients like every x ticks?
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2:11:43worldsigniayt Q: For a dedicated server using winsockets, how would you send the player data? Is like a JSON serialization possible or should I use other formats to send player / game state to all clients like every x ticks?
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2:14:26mattiamanzati Q: Converging to the situation where the closest point max and min distance are similar isn't something like trying to produce a regular solid polygon with N faces and than rotate it by arbitrary angles?
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2:14:26mattiamanzati Q: Converging to the situation where the closest point max and min distance are similar isn't something like trying to produce a regular solid polygon with N faces and than rotate it by arbitrary angles?
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2:14:26mattiamanzati Q: Converging to the situation where the closest point max and min distance are similar isn't something like trying to produce a regular solid polygon with N faces and than rotate it by arbitrary angles?
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2:15:02Make GenerateLightingPattern() exit once the MinMaxSeparation is 0.03f
2:15:02Make GenerateLightingPattern() exit once the MinMaxSeparation is 0.03f
2:15:02Make GenerateLightingPattern() exit once the MinMaxSeparation is 0.03f
2:15:16Invoke hhsphere and leave it converging
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2:15:16Invoke hhsphere and leave it converging
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2:15:16Invoke hhsphere and leave it converging
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2:16:56vaualbus Q: On a shipping game you would hard-code the shaders in the game or have it in the asset file?
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2:16:56vaualbus Q: On a shipping game you would hard-code the shaders in the game or have it in the asset file?
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2:16:56vaualbus Q: On a shipping game you would hard-code the shaders in the game or have it in the asset file?
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2:18:08nitrixen handmade_hero Do you have projects that are voxel / octree-based?
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2:18:08nitrixen handmade_hero Do you have projects that are voxel / octree-based?
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2:18:08nitrixen handmade_hero Do you have projects that are voxel / octree-based?
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2:18:21mattiamanzati Q: So another possible implementation would be starting by a regular polygon distribution, and then apply an initial random displacement force and continue simulating, right?
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2:18:21mattiamanzati Q: So another possible implementation would be starting by a regular polygon distribution, and then apply an initial random displacement force and continue simulating, right?
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2:18:21mattiamanzati Q: So another possible implementation would be starting by a regular polygon distribution, and then apply an initial random displacement force and continue simulating, right?
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2:18:35Check out our (identical) sampling sphere
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2:18:35Check out our (identical) sampling sphere
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2:18:35Check out our (identical) sampling sphere
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2:19:43Read through our sampling sphere drawing code
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2:19:43Read through our sampling sphere drawing code
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2:19:43Read through our sampling sphere drawing code
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2:21:14Consider whether we are seeing 1,000 points
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2:21:14Consider whether we are seeing 1,000 points
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2:21:14Consider whether we are seeing 1,000 points
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2:21:48Invoke hhsphere to generate 1 batch of samples
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2:21:48Invoke hhsphere to generate 1 batch of samples
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2:21:48Invoke hhsphere to generate 1 batch of samples
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2:23:12Make GenerateLightingPattern() exit once the MinMaxSeparation is 0.08f
2:23:12Make GenerateLightingPattern() exit once the MinMaxSeparation is 0.08f
2:23:12Make GenerateLightingPattern() exit once the MinMaxSeparation is 0.08f
2:23:43Check out our sparse samplingd sphere, to see 18 points (not the desired 4 × 18)
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2:23:43Check out our sparse samplingd sphere, to see 18 points (not the desired 4 × 18)
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2:23:43Check out our sparse samplingd sphere, to see 18 points (not the desired 4 × 18)
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2:26:14Step in to LightingTest() to see that we have duplicated sampling points
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2:26:14Step in to LightingTest() to see that we have duplicated sampling points
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2:26:14Step in to LightingTest() to see that we have duplicated sampling points
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2:27:36Force GenerateLightingPattern() to bundle up four consecutive sampling directions before incrementing past them
2:27:36Force GenerateLightingPattern() to bundle up four consecutive sampling directions before incrementing past them
2:27:36Force GenerateLightingPattern() to bundle up four consecutive sampling directions before incrementing past them
2:29:38Step in to LightingTest() to see that we now have non-duplicate sampling points
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2:29:38Step in to LightingTest() to see that we now have non-duplicate sampling points
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2:29:38Step in to LightingTest() to see that we now have non-duplicate sampling points
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2:30:27Check out our more regular sampling sphere
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2:30:27Check out our more regular sampling sphere
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2:30:27Check out our more regular sampling sphere
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2:30:43Add a TODO to determine what the real convergence criteria is
2:30:43Add a TODO to determine what the real convergence criteria is
2:30:43Add a TODO to determine what the real convergence criteria is
2:31:17Invoke hhsphere to generate our full 16 batches of samples
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2:31:17Invoke hhsphere to generate our full 16 batches of samples
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2:31:17Invoke hhsphere to generate our full 16 batches of samples
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2:31:48vaualbus Q: So maybe C++ was right
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2:31:48vaualbus Q: So maybe C++ was right
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2:31:48vaualbus Q: So maybe C++ was right
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2:33:09xrxr13579 Q: Maybe you can convince Jon to make arguments evaluate left to right in JAI
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2:33:09xrxr13579 Q: Maybe you can convince Jon to make arguments evaluate left to right in JAI
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2:33:09xrxr13579 Q: Maybe you can convince Jon to make arguments evaluate left to right in JAI
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2:34:03Close the "Sphere generator alignment" issue3
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2:34:03Close the "Sphere generator alignment" issue3
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2:34:03Close the "Sphere generator alignment" issue3
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2:34:49subspice handmade_hero Will you be in the JAI closed beta?
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2:34:49subspice handmade_hero Will you be in the JAI closed beta?
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2:34:49subspice handmade_hero Will you be in the JAI closed beta?
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2:35:31Check out our beautiful new sampling sphere
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2:35:31Check out our beautiful new sampling sphere
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2:35:31Check out our beautiful new sampling sphere
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2:37:53sdanna Q: As you decrease that magic number, does this method converge towards a uniform distribution?
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2:37:53sdanna Q: As you decrease that magic number, does this method converge towards a uniform distribution?
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2:37:53sdanna Q: As you decrease that magic number, does this method converge towards a uniform distribution?
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2:38:37Wrap it up
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2:38:37Wrap it up
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2:38:37Wrap it up
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