[1:47:47][@desuused][The problem you could not find when you thought about dividing by cos(phi) is that the only reason diffuse surfaces can exist is surface roughness, which invalidates the assumption that you will collect photons from the entire surface. Roughness blocks some photons. One trick to check your model: a photon must have the same probability of going one way as the opposite way. All formulas for diffusive light are approximations, all diffuse surfaces are different. In order to render a physically correct diffuse surface you'd have to measure a 4-dimensional dataset of light distribution (reflectance depending on two angles of incidence and two angles of reflection)]
[1:48:47][@yurasniper][GLSL has reflect function]
[1:49:11][@mtsmox][Should you normalize the worldN in the fragment shader?]
[1:49:35][@ba6ix][Ever done website dev work?]
[1:50:49][@uplinkcoder][Can you take a quick shot at reducing the banding?]
[1:51:51][@uplinkcoder][Also, I opened an issue where the game crashes when you go backwards after starting the game]
[1:52:44][win32_handmade.h: Prevent SetCursor() and LoadCursor() from calling MAKEINTRESOURCE[ref
[1:54:00][@ttbjm][Would HDR / tonemapping be worth implementing?]
[1:54:32][@soysaucethekid][Is bumpmapping a feature you're looking into implementing?]
[1:57:31][@jezzi23][SIMD on CPUs are pretty cool. However, it sounds painful to make use of the newest and the best instructions (e.g. AVX512) while remaining compatible with older CPUs. I don't see programs being compiled separately for different SSE capabilities. I assume a program will just crash if the CPU encounters an unsupported instruction? Would you dispatch at runtime for different code paths to flexibly use supported SIMD instructions, or does that sound dumb?]
[1:58:02][Words of wisdom on the rarity of needing to optimise for newer instruction sets]
[2:02:34][@jezzi23][What if you have a deal with Intel to benchmark higher on the newest hardware?]
[2:04:05][@Jim0_o][Any plans to create different types of lighting as in Room X is lit like a summers day while Room Y is contrasted and dark like a film Noir? (Or would you have all this done in the assets, maybe?)]