[56:15][Sketch out our tRay selection in GridRayCast()][:"data structure" :lighting]
[1:01:00][Consult the old ray hit extraction code in RayCast()][:"data structure" :lighting :research]
[1:02:33][Enable GridRayCast() to directly extract the ray hit][:"data structure" :lighting]
[1:16:30][Consider our grid raycasting to be worth doing, only questioning the tRay selection, especially its horizontal comparing][:"data structure" :lighting :speech]
[1:17:56][_mm_shuffle_epi8[ref
site=Intel
page="Intel Intrinsics Guide"
url=https://software.intel.com/sites/landingpage/IntrinsicsGuide/] in SSSE3[ref
site=Wikipedia
page="SSSE3"
url=https://en.wikipedia.org/wiki/SSSE3] and its availability according to the Steam Hardware & Software Survey[ref
[1:22:19][Enable GridRayCast() to select the tRay using _mm_shuffle_epi8, and to extract the ray hit in :SIMD][:"data structure" :lighting]
[1:27:35][Clean up the ray hit extraction in GridRayCast(), and set up RayCast() to compare our old and new ray casting schemes][:"data structure" :lighting]
[1:30:48][Reflect on our new grid raycasting scheme][:"data structure" :lighting :speech]
[1:35:00][@mystran][:Lighting is really really simple… until you want to make it run in real-time]
[1:35:37][Toggle off GridRayCast() and sketch out the grid build in BuildSpatialPartitionForLighting()][:"data structure" :lighting]
[1:46:06][Q&A][:speech]
[1:46:47][@sagian2005][Q: Couldn't you use a couple of "_mm_hsub" to do your horizontal compare?][:simd]