Deduplicate @@ in author nodes

This commit is contained in:
Matt Mascarenhas 2017-12-24 00:16:27 +00:00
parent 6914ae3e99
commit 0422dc9302
20 changed files with 36 additions and 36 deletions

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[1:18:45][Do you use a profiler or mostly hand-coded timing calls?]
[1:18:57][Why do you use PascalCase for everything?]
[1:19:04][Is it a violation to set one member of a union and then read from another?]
[1:19:15][@@mvandevander][ Was wondering when we would get around to using RawInput to handle DualShock 4 natively]
[1:20:47][@@tom_forsyth][ Modern CPUs RDTSC returns nominal clocks not real clocks.]
[1:19:15][@mvandevander][ Was wondering when we would get around to using RawInput to handle DualShock 4 natively]
[1:20:47][@tom_forsyth][ Modern CPUs RDTSC returns nominal clocks not real clocks.]
[1:22:14][Why are you avoiding doubles in your code?]
[1:22:50][Are you opposed to ever using high level languages in making games?]
[1:23:23][If you wanted to lock the FPS at a particular number, would you just sleep or do something more complex?]

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[1:35:00][Q: Being Happy, Sleepy and Sneezy, you do realise you're just four dwarves short of a whole crew?]
[1:36:07][@mr4thdimention][So if I understand correctly (sorry if my interpretation just confuses anyone), the reason off-screen rendering was incorrect before pre-multiplied alpha was that, after blending, things in the texture - the colours there - were pre-multiplied because they were multiplied when they were put in the texture. If, for some reason, you didn't want to optimise your code, you could also divide the colour channel by the alpha to get it back to un-pre-multiplied. Is this a reasonable understanding of the issue?]
[1:42:55][Q: Can you give a small example of what the decompression step between SimEntity and StoredEntity will look like?]
[1:43:24][@@drive137][Q: Maybe we should set a way for you to see things like that kind of help, if someone finds a good possible solution. No, I don't know how]
[1:43:24][@drive137][Q: Maybe we should set a way for you to see things like that kind of help, if someone finds a good possible solution. No, I don't know how]
[1:43:55][Blackboard: A lot of equationing]
[1:44:43][Wrap up the stream with a brief recap...]
[1:46:14][...a peek into the future...]

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[54:54][FillGroundChunk]
[58:00][View the results in-game]
[59:11][Q&A]
[59:35][@@garlandobloom][Q: What is the most expired food you have ever eaten?]
[59:35][@garlandobloom][Q: What is the most expired food you have ever eaten?]
[59:51][Q: Could you explain what pop and push are, and how they work?]
[1:01:29][Blackboard: Memory is a big line!]
[1:10:49][Q: How will the ground texture chunking handle adjacent rooms with different types of ground?]

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[1:04:14][@zuurr_][does it rotate with subpixel accuracy?]
[1:05:18][@trevnewt][What's the most major / fundamental thing left to do on the renderer?]
[1:06:09][TODO(casey): SSE clamping]
[1:06:27][@@garlandobloom][Q: how would you do smooth subpixel rendering for something like pixel art graphics, that doesn't blur but still moves smoothly]
[1:06:27][@garlandobloom][Q: how would you do smooth subpixel rendering for something like pixel art graphics, that doesn't blur but still moves smoothly]
[1:06:59][Blackboard: Doing smooth subpixel rendering for pixel art graphics]
[1:12:09][@ttbjm][couldn't you use the rounding +0.5 and truncate to not sample outside the edges of the texture?]
[1:13:31][@allaizn][why are you still adding 0.5f to tX and tY?]

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[57:08][Blackboard: Premultiplied alpha]
[59:09][Q&A]
[59:37][@ashkanhoss29][What would be the visual artifact of using 2 instead of 2.2 for the gamma?]
[1:01:28][@@garlandobloom][Q: Also need to do additive color tinting for full expressiveness]
[1:01:28][@garlandobloom][Q: Also need to do additive color tinting for full expressiveness]
[1:02:11][@krohnos][I have a CS background but am 2 months behind on coding this. It is much easier to follow when I'm not trying to type myself. How detrimental would it be to my understanding to watch and just stop coding if I get too far behind? Sometimes when you're moving things around, I have to watch that bit 2-3 times]
[1:03:18][@ttbjm][Would it be worth only using gamma correction on texels that have alpha not equal to 0 or 1?]
[1:03:57][@robotchocolatedino][Could we do our maths in sRGB space?]

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[1:00:24][@smt19913][How do you account for infinite reflections if there is a mirror that reflects light into a mirror that reflects light back at the first mirror?]
[1:01:48][Blackboard: Volumetric scattering]
[1:03:03][@bunnymancer][Could you repeat that?]
[1:03:12][@@abnercoimbre][Q: Heated debates of why we need to go through the trouble you're going through. #JustUseUnity :kappa: Many newcomers]
[1:03:12][@abnercoimbre][Q: Heated debates of why we need to go through the trouble you're going through. #JustUseUnity Many newcomers]
[1:06:26][@hsru][Is 2D worth going for when it becomes more complex than 3D?]
[1:09:22][@zootboysean][Is your 'lighting cube' idea the same thing as cubemaps?][quote 56]
[1:10:44][@mmair0ne][How to feather light through a window or tree]

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[56:28][Q&A]
[57:42][Recap today's cleaning up]
[58:21][@pseudonym73][When you lerp two normals, you probably won't get a normalised vector. There are a few things you can do about that. Would you briefly comment on your thoughts about this?]
[1:01:41][@@chronaldragon][Q: how are we going to sample lights when calculating the pixel values for each sprite? Will there be a list of all the lights? Or will that be a parameter of some sort?]
[1:01:41][@chronaldragon][Q: how are we going to sample lights when calculating the pixel values for each sprite? Will there be a list of all the lights? Or will that be a parameter of some sort?]
[1:02:10][@ingenero][What ever happened to your almond milk?]
[1:02:27][@insofaras][Will Yangtian be making normal maps for the art now too?]
[1:02:51][@andsz_][Will you cover more advanced BRDFs? Or just simple phong-like lighting equations?]
[1:04:48][@panic00][What if I don't want my game to be just 'normal'? Are there any other kinds of maps I can use to make my game more unique?]
[1:06:25][@@chronaldragon][Q: Some games use a 'bump-map' in addition or instead of a normal map. What is the difference between these and what are the advantages or disadvantages?]
[1:06:25][@chronaldragon][Q: Some games use a 'bump-map' in addition or instead of a normal map. What is the difference between these and what are the advantages or disadvantages?]
[1:07:12][Blackboard: Bump Map vs Normal Map]
[1:12:37][gasto5 Q; Will the effect end up like a bump map effect?]
[1:12:54][@deadvertex][Could we do reflections by using our frame buffer as an environment map when drawing the bitmap?]

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[58:12][Blackboard: Figuring out a pyramid]
[59:05][Set that pyramid]
[1:00:30][Give it a shot]
[1:01:10][@@garlandobloom][Q: So it would need to be flipped on both directions?]
[1:01:26][@@garlandobloom][Q: I think the lower reflection also needs to flip the Y there because it's the incoming vector, right?]
[1:01:10][@garlandobloom][Q: So it would need to be flipped on both directions?]
[1:01:26][@garlandobloom][Q: I think the lower reflection also needs to flip the Y there because it's the incoming vector, right?]
[1:02:06][@ttbjm][you said you might have to make the sky texture larger than the ground so it wouldn't miss it. Could you instead sample from adjacent sky maps (assuming they're not occluded)?]
[1:03:01][@grumpygiant256][The edge attenuation is correct, given that a reflected vector right on the edge will have a smaller Y value than ones reflected from nearer the center]
[1:04:35][@@chronaldragon][Q: Would it be possible to rotate the "incoming" sampling from the environment map so that it looks like the sphere is spinning?]
[1:04:35][@chronaldragon][Q: Would it be possible to rotate the "incoming" sampling from the environment map so that it looks like the sphere is spinning?]
[1:05:17][@blueravengt][Cylinders might be useful]
[1:08:26][@gasto5][Are you using a left-handed coordinate system or a right-handed coordinate system?]
[1:08:54][@ttbjm][Would inverted versions of the normal maps be useful? (inverted sphere)]
[1:09:17][@@abnercoimbre][That's disturbing]
[1:09:17][@abnercoimbre][That's disturbing]
[1:09:35][TODO(casey): Rotate normals based on X/Y axis!]
[1:12:29][@@abnercoimbre][Q: That's a wrap!]
[1:12:29][@abnercoimbre][Q: That's a wrap!]
[/video]

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[44:59][Check out our stable sphere and allow it to move around again]
[46:34][Q&A]
[47:08][@d7samurai][The reflection is "inverted" - the edge should be the center and vice versa]
[47:13][@@garlandobloom][Q: Reflection I think is backwards, at least vertically]
[47:13][@garlandobloom][Q: Reflection I think is backwards, at least vertically]
[47:53][@teknorath][How long do you anticipate it will take before we get into more game-designey type topics rather than building up the engine?]
[48:39][@stelar7][There are 12 mins left of normal stream time!]
[49:10][Investigate the sphere's apparently inverted reflection]
[53:13][Blackboard: Accentuating tFarMap's falloff by squaring it]
[55:27][@d7samurai][My guess is that the normals at the edges are now pointing "straight up" while the normals at the center are pointing "sideways"]
[56:32][@@garlandobloom][Q: Move it and then it looks wrong]
[56:32][@garlandobloom][Q: Move it and then it looks wrong]
[57:49][@lincomberg][Where are the walls relative to the sphere? If it's above it as in out of the screen, then it's wrong]
[1:01:33][@@garlandobloom][Q: Reflect Casey face]
[1:01:33][@garlandobloom][Q: Reflect Casey face]
[1:01:49][@stelar7][It feels like the red and blue should swap places]
[1:02:05][@naikrovek][Can you make the checkerboard a bit tighter? I think the problem, if any, will show up better if there are more color transitions]
[1:03:17][@andsz_][Do you only want to support standing cards and lying cards, or also any other angle?]

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[46:31][On the importance of focusing on whatever it is that you're focusing on, and to know when to stop and correct things]
[48:27][Casey thinks we're in good shape there]
[49:07][Q&A]
[50:51][@@chronaldragon][Q: Has this work fixed the normal map issue or will we need to address that specifically?]
[50:51][@chronaldragon][Q: Has this work fixed the normal map issue or will we need to address that specifically?]
[51:46][@tloch14][Do you think that making the Y component to be bottom-up will also help make sense of game mechanics like gravity?]
[52:34][@glasses_boy][Will we be implementing a matrix/affine transform in order to handle changes to coordinate systems?]
[53:01][Blackboard: Multiplying an incoming vector by a matrix]

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[1:05:30][@rohit_n][What games do the "bad" fade-out effect you mentioned?]
[1:06:13][@cubercaleb][How will the staircase be scaled when you are moving up and down it?]
[1:07:13][insofaras I didn't expect Casey to know of Hatoful Boyfriend]
[1:07:18][@@garlandobloom][Everybody knows Hatoful Boyfriend]
[1:07:18][@garlandobloom][Everybody knows Hatoful Boyfriend]
[1:08:24][@stelar7][Have you seen/heard of "Hunie Pop" then?]
[1:09:04][@@abnercoimbre][Q: That's a wrap?]
[1:09:04][@abnercoimbre][Q: That's a wrap?]
[1:09:35][That is a wrap, Abner]
[/video]

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[1:04:53][@jamesamurr][Is squinting analogous to closing a camera's aperture?]
[1:05:42][@stelar7][Are you intending to multiply by XYZ and not just the XY as the variable says?]
[1:06:11][@ideograham][Wasn't the room height 8 meters? That's about 3 times the height of a normal room, so you have to increase the focal length to compress everything]
[1:06:54][@@drive137][Q: Expect a ton of prestream questions]
[1:06:54][@drive137][Q: Expect a ton of prestream questions]
[1:07:07][@flaturated][Wasn't the parameter already converted to pixels? If so then I think you are converting meters to pixels twice]
[1:07:59][@ttbjm][If you wanted to use this code to make a full 3D game such as a first person shooter, how much would you have to change to give the player an adjustable FOV option?]
[1:11:38][@sonicphi][How long do you think this is gonna take?]

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[1:04:34][Q&A]
[1:05:38][@grumpygiant256][Should the hero/tree sizes not be dictated by the resolution of the art, i.e. to maintain constant pixel density?]
[1:07:32][@mr4thdimention][If you want your game to be full screen, how would you want to handle screens with different aspect ratios?]
[1:08:18][@@garlandobloom][Q: Baby familiars]
[1:08:18][@garlandobloom][Q: Baby familiars]
[1:09:00][@ttbjm][Tiny shadows look funny]
[1:10:15][@@chronaldragon][Q: It could be interesting to have larger trees that span multiple Z-levels. Don't know how well it would work in our style]
[1:10:15][@chronaldragon][Q: It could be interesting to have larger trees that span multiple Z-levels. Don't know how well it would work in our style]
[1:10:38][@insofaras][Will the game support scaling to arbitrary resolutions now?]
[1:12:06][@dangalf_][Could you explain what the #if #endif stuff is for and when/how you use it?]
[1:14:12][@ttbjm][Will the stairs have different artwork for the top and bottom and if so how would you make them seamless? Per step artwork each at their own height?]
@ -35,7 +35,7 @@
[1:16:20][@ifingerbangedurcat][Towards the end when packaging, will you show us compression methods and ways to package all the assets in one file?]
[1:17:16][@ishytarus][Is the hero supposed to shrink on the stairs?]
[1:21:20][@thesizik][Double Semicolon!]
[1:21:56][@@abnercoimbre][Q: Seems we ran out of questions. Thank you for streaming, it's always a privilege! Pre-stream was painful, though]
[1:21:56][@abnercoimbre][Q: Seems we ran out of questions. Thank you for streaming, it's always a privilege! Pre-stream was painful, though]
[1:22:02][Thank you to the moderators: @garlandobloom, @abnercoimbre, @chronaldragon and @drive137]
[1:23:58][Look forward to the future]
[/video]

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[1:04:58][Blackboard: How we're parameterising things at the moment]
[1:12:28][@mr4thdimention][Are you sure the camera should be looking down perpendicular to the levels? Wouldn't the perspective art work out better if you said the camera was at an angle?]
[1:12:59][@plain_flavored][Can you please toss U, V into v2?]
[1:13:45][@@garlandobloom][Q: We will know exactly how far away they are sitting if they have properly purchased their Handmade Hero branded Microsoft(r) HoloLens]
[1:13:45][@garlandobloom][Q: We will know exactly how far away they are sitting if they have properly purchased their Handmade Hero branded Microsoft(r) HoloLens]
[1:14:24][Blackboard: Non-joke important thing regarding VR headsets]
[1:16:53][@waterlimon][Is 'real32' ambiguous because it could be either floating point or fixed point?]
[1:17:45][@krohnos][Is the non-smooth movement at higher zoom levels due to not being optimized or some sort of issue with sub-pixel smoothness?]

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[58:39][@ttbjm][There was horizontal repetition of some splats but not all of them]
[59:16][@insofaras][Do you think you are roughly 1/5 of the way through completing the game at this point?]
[1:01:04][@robrobby][hen all RAM (even on GPU) is used, when the game is put into background (switching a short time to another application) all the memory has to be swapped in and out, right, even to the GPU? Or what strategy is used to prevent swapping in and out of big memory chunks?]
[1:02:25][@@garlandobloom][Q: Are we rotating and scaling the splats on the ground chunks to get the maximum variability?]
[1:02:25][@garlandobloom][Q: Are we rotating and scaling the splats on the ground chunks to get the maximum variability?]
[1:03:09][@soysaucethekid][I noticed the hero's head would clip through the trees (i.e. trees on the top part of the room) on occasion and then it would fix itself. What's causing that?]
[1:03:55][Close this down]
[/video]

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[53:20][@gasto5][Will you support Unicode in Handmade Hero?]
[53:30][@graeme7][Could we not pre-rasterise our fonts whenever the resolution is changed / at run time basically?]
[54:05][@qwnepra][Will you be writing something using the font before you code the actual font reading etc?]
[54:30][@@abnercoimbre][Q: Will classic bitmap fonts remain relevant in the coming years or will we just start flat out with vector fonts forever more?]
[54:30][@abnercoimbre][Q: Will classic bitmap fonts remain relevant in the coming years or will we just start flat out with vector fonts forever more?]
[55:04][@themasterofpiggis][Are you doing quantum mechanics?]
[55:10][@breadthofhair][Did you ever try making a font yourself?]
[55:21][@XEnDash][Will you have unique fonts made for the game?]

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[1:07:34][@quartertron][Is today a good example of why sometimes using a library is okay?]
[1:10:11][@SoysauceTheKid][Would DirectWrite (or ClearType) help out with the anti-aliasing?]
[1:10:25][@plain_flavored][Ignore this if you're already doing this, but why not ship the mono bitmap as part of the asset file instead of the much larger RGBA bitmap?]
[1:11:56][@@abnercoimbre][Q: People are liking the idea of handmade.dev]
[1:11:56][@abnercoimbre][Q: People are liking the idea of handmade.dev]
[1:12:35][@Robrobby][How often do you regret using a API/lib and back-up writing your own implementation? When you are fast-paced as you maybe this sometimes is better when your knowledge of the problem is sufficient]
[1:14:29][@BonusRocket][What GUI toolkit do you recommend?]
[1:15:12][@SoysauceTheKid][Would CLEARTYPE_QUALITY instead of ANTIALIASED_QUALITY make a difference?]

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[50:13][@marius_av][You should have passed GetDC(0) to CreateCompatibleBitmap, not CreateCompatibleDC. But that's fine, you would still have to use a different method to access bitmap data efficiently]
[50:50][@MrMuffles869][Hi there. I'm rather new to HMH. Do you ever talk about your keybindings that help you navigate more easily?]
[51:30][@waterlimon][Why is arbitrary padding required for the glyph bitmap? Is the correct method used for retrieving the actual glyph size?]
[51:52][@@garlandobloom][Q: Tell us your NASA secrets]
[51:52][@garlandobloom][Q: Tell us your NASA secrets]
[52:53][@waterlimon]["arbitrary" = 2 extra for width/height]
[54:07][@aameen95][Do you think that this stream got wasted?]
[56:43][@Robrobby][Still a better debugger would have lead you to the solution much faster]
[57:04][@Pseudonym73][Just to clarify, it's okay to delete code that you don't understand and replace it with code that you do understand, as an alternative to trying to understand code that you don't understand?]
[58:37][@Theup511][Did you turn down a twitch partnership?]
[1:00:07][@TheSizik][Have you thought about making a handmade asset viewer?]
[1:00:18][@@garlandobloom][Q: Abner always lies and I always tell the truth, you may ask one question]
[1:00:18][@garlandobloom][Q: Abner always lies and I always tell the truth, you may ask one question]
[1:00:30][@Childz][Does a better debugger exist?]
[1:00:37][@Pseudonym73][The reason why I ask is that I've written code that I subsequently really had to write off]
[1:01:10][@SoysauceTheKid][I need my Casey emotes though]
[1:02:39][@@abnercoimbre][Q: We're out of questions, but you made my life difficult tonight XD. You know I'm under NDAs like you. YOU KNOW HOW IT IS, BRO]
[1:02:39][@abnercoimbre][Q: We're out of questions, but you made my life difficult tonight XD. You know I'm under NDAs like you. YOU KNOW HOW IT IS, BRO]
[1:03:46][@Zamar037][The chat wants you to play the Vista video again]
[1:03:54][@dgmtv][Should I stop using templates for my containers and adopt void* for ever?]
[1:06:02][Wind this down]

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[1:23:23][Close down here]
[1:24:04][@angus_holder][Do you have a secret phobia of writing game code?]
[1:27:16][@garryjohanson][Can we make games in GameMaker and submit them to you for the final game?]
[1:29:55][@@abnercoimbre][Q: After you stop recording, beckon people to stay in the chat for a bit]
[1:29:55][@abnercoimbre][Q: After you stop recording, beckon people to stay in the chat for a bit]
[1:30:33]["It would be weird..."][quote 427]
[1:30:42][@@abnercoimbre][Q: It has to do with won_3d and an interview with him]
[1:31:29][@@abnercoimbre][Q: It's not a live interview...]
[1:30:42][@abnercoimbre][Q: It has to do with won_3d and an interview with him]
[1:31:29][@abnercoimbre][Q: It's not a live interview...]
[1:31:40][Close down the stream]
[1:32:16][Recommend Won Chun][quote 428]
[/video]

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[57:27][win32_handmade.cpp: Introduce OpenGLReservedBlitTexture and set one of them Win32InitOpenGL]
[58:57][Run the game and see that we now no longer have that bug, but do have a bug with pixel centers for the fonts]
[1:00:40][Q&A]
[1:01:08][@@cmuratori][@insobot What do you think of Microsoft's Tay bot?]
[1:01:08][@cmuratori][@insobot What do you think of Microsoft's Tay bot?]
[1:01:22][insobot @cmuratori Oh wow. I guess i should say? Wow, thought i came]
[1:01:30][@@garlandobloom][Q: Can't remember what OpenGL considers the center of the pixel...?]
[1:01:30][@garlandobloom][Q: Can't remember what OpenGL considers the center of the pixel...?]
[1:02:50][@jameswidman][Is romp just a synonym for clobber?]
[1:02:56][@zargy][Will the opening cutscene be narrated?]
[1:03:12][@erdomina][Could you elucidate further on the waiting for VSync in the profiler?]