[1:20:51][@Kknewkles][Hi! No shave November? That stache's gun be epic]
[1:22:15][@toastystoemp][Forward rendering or deferred rendering]
[1:23:05][@nnreality][Would the subdivision of the rectangles be something that you would do in a tesselation shader if you were using OpenGL?]
[1:24:22][@butwhynot1][Are you going to be implementing shadowmaps?]
[1:25:06][@Kknewkles][1) Any more Handmade Ray episodes? 2) Remember when someone took your raytracer a few steps further on twitter: what do you do to move to this picture from the one you stopped at?[ref
site="Twitter"
page="@cmuratori Thanks Casey, this is so much fun to play with. The cosine attenuation doesn't seem too harsh if you adjust the lighting!"
[1:27:06][@vaualbus][So, as far as know, if I would want to implement a real time rendering system there should have been some differences? Or for now the light bounces can also be used in that situation?]
[1:27:50][@sneakybob_wot][Is there a specific reason to recalculate 1.0/255 rather than store it as a value or does the compiler optimise that anyway?]
[1:28:16][@bouke285][I'm a new CS student with limited free time. Do you recommend watching your series from the beginning, or would time be better spent working on a new project and using your videos to learn something as needed?]
[1:29:53][@jalapenosbud][I was wondering what sort of data strucures / algorithms you would recommend to learn to get a wider grasp on programming?]
[1:33:00][@vaualbus][In my previous question I was wrong: I wanted to ask if we want to have physically based rendering techniques]
[1:34:17][@toastystoemp][Which physics engine, if any, will you implement]
[1:34:29][@sired22][Are you planning to have any procedural generation in your levels later?]
[1:34:48][@alexkelbo][You once said that you wanted to use Vulkan on HMH. Is that still on the table or are you sticking with OpenGL?]
[1:34:59][@kknewkles][What are the things you've solved yourself?[ref
[1:36:21][@kknewkles][I watched that live, how could you?]
[1:36:36][@jalapenosbud][Haha yeah, I didn't have anything specific in mind, just where to go after having learned the basics of coding, like the stuff you mentioned. But also where to start to slowly start understanding the more "complex" algorithms. Like there's probably a hundred ways to sort something, trees etc, but to get the basic understanding, where should I start?[ref
[1:38:49][@jalapenosbud][That's the one I'm reading right now!]
[1:39:29][@jalapenosbud][Yeah fine fine haha, I just wanted to know if there was a "shortcut"]
[1:40:06][@the_8th_mage][You once mentioned a numerical book[ref
site="Amazon"
page="Numerical Methods that Work"
url="https://www.amazon.com/dp/0883854503"]]
[1:41:45][@stanpancakes][Meh. Just read Knuth. Easy read]
[1:42:41][@stanpancakes][I was kidding]
[1:44:13][Recommend disabling internet access]
[1:46:21][@kknewkles][There's more people in my flat depending on that connection, but I could program a tiny thingie to cut my own connection]
[1:49:27][@serialqwiller][If you have enough space and budget, having a separate room / desk and machine for development that you never use for anything else works for me]
[1:50:38][@kknewkles][But how do you code without source control]
[1:51:13][@kknewkles][Not cmirror though?]
[1:52:04][@kknewkles][Yeah, I'm kidding. Just another bile round at them gits and cmakes]
[1:52:38][@thisdrunkdane][Gonna share cmirror 2 at some point?]
[1:53:21][@kknewkles][Handmade Source Control episodes?]
[1:53:52][@k1ng_k3v1n][So you never access MSDN, the OpenGL docs, or other documentation on your work machine?]
[1:54:57][@usdaproved][I would like to program without being connected to the internet, but how do you do it without stack overflow or other references? Does breaking that reliance just come from practice and experience?]