[35:58][Augment lighting_solution with the k-d tree data, introducing kd_tree_node][:"data structure" :lighting]
[40:41][Make RayCast() use our new kd_tree_node][:"data structure" :lighting]
[48:42][Begin to update SplitBox() to use our new kd_tree_node][:"data structure" :lighting]
[51:12][Consider packing the LeafCount in the BoxStack][:"data structure" :lighting :research]
[52:21][Undo our changes to SplitBox()][:"data structure" :lighting]
[52:26][Key & Peele diner order authenticity sketch: "Forget everything I said"][:speech]
[54:09][Make RayCast() identify leaf nodes from a KdStack PackedValue][:"data structure" :lighting]
[1:08:47][@dithinas][I feel like there needs to be an algorithm / :"data structure" named after Key & Peele]
[1:09:11][Make RayCast() encode the PackedValue in the KdStack, introducing PACK_KD_STACK(), UNPACK(), UNPACK_PLANE_D(), UNPACK_LEAF_COUNT(), UNPACK_NODE_INDEX(), UNPACK_PLANE_TEST_PATTERN() and UNPACK_KD_INDEX(), and kd_stack_pack][:"data structure" :lighting]
[1:22:36][Fix compile errors in RayCast()][:"data structure" :lighting]
[1:28:41][Consider our k-d tree routine to be fully sketched out][:"data structure" :lighting :speech]
[1:29:51][Determine to make SplitBox() build our k-d tree tomorrow][:"data structure" :lighting :speech]
[1:39:10][@kennyalive0][New DOOM does not use it][:rendering]
[1:39:26][Wonder what technique [@naysayer88 Jon] was referring to][:rendering]
[1:41:34][@mindmark42][Q: Could you explain the == 0000 1111 k-d side test thing again?][:"data structure" :lighting]
[1:42:00][k-d side testing: 0000 or 1111][:blackboard :"data structure" :lighting]
[1:47:00][Walk through the k-d side testing code in RayCast()][:"data structure" :lighting :research]
[1:48:12][@mindmark42][Q: Yes, what is the initial t value?][:"data structure" :lighting]
[1:49:07][@internationalizationist][Q: Someone also mentioned learning OpenGL with its tutorials about deferred :rendering and he said "be careful who you learn from". Is it (deferred rendering) has some pitfalls or something bad that only pro programmers know about? Just confused]
[1:49:44][@guybru5h_vi][Q: You could theoretically go full forward using clustered shading. It makes using many lights fairly straightforward. I wrote a blog post about it a while ago.[ref
site="Ángel Ortiz"
page="A Primer On Efficient Rendering Algorithms & Clustered Shading"
url=http://www.aortiz.me/2018/12/21/CG.html] It also explains what most people mean as deferred and why it's good in principle][:rendering]
[1:55:56][@guybru5h_vi][Q: It's faster but, god, is it harder to understand what they're doing][:rendering]
[1:56:55][@guybru5h_vi][Q: Worked faster in our engine, but it's early days yet][:rendering]
[1:57:21][@sori_daijin][I still think [@naysayer88 he] was just mixing naming, problem is we can't ask [@naysayer88 him] because [@naysayer88 he] is angry about it]
[1:58:05][@srgpqt][I think Carmack said deferred :rendering doesn't work so well in :VR]
[1:58:43][@rupan3][:VR is the future]
[2:00:30][Wrap it up with a plug of the Meow the Infinite printed comic Kickstarter[ref