From 7ca0fde2fa6b09898eccd1f4917ec484bde2893d Mon Sep 17 00:00:00 2001 From: Matt Mascarenhas Date: Fri, 23 Feb 2018 00:48:00 +0000 Subject: [PATCH] Fix typos in hero/code42{3,8} --- cmuratori/hero/code/code423.hmml | 2 +- cmuratori/hero/code/code428.hmml | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/cmuratori/hero/code/code423.hmml b/cmuratori/hero/code/code423.hmml index fb05fb3..a3030fd 100644 --- a/cmuratori/hero/code/code423.hmml +++ b/cmuratori/hero/code/code423.hmml @@ -46,7 +46,7 @@ [1:53:01][Optimally raycasting a split convex solid, based on its front face][:blackboard :geometry :optimisation] [1:57:58][Raycasting a split concave solid][:blackboard :geometry :optimisation] [2:02:35][Raycasting against back faces of concave solids may work the same][:blackboard :geometry :optimisation] -[2:06:16][@enyo_enev][Q: Why did we skip the part with placing cubes over entities such as trees and the hero. And also they should reveice light in some way right ?] +[2:06:16][@enyo_enev][Q: Why did we skip the part with placing cubes over entities such as trees and the hero? And also they should receive light in some way, right?][:lighting :rendering] [2:06:43][@zennmystic][Q: We just noticed your ~4coder and ~Milton are colour coordinated. What are the values?][:trivia] [2:07:45][That's it for today][:speech] [/video] diff --git a/cmuratori/hero/code/code428.hmml b/cmuratori/hero/code/code428.hmml index c92b5ab..f220bcf 100644 --- a/cmuratori/hero/code/code428.hmml +++ b/cmuratori/hero/code/code428.hmml @@ -49,7 +49,7 @@ [2:05:23][@dragoonx6][Q: What do you think about buying an IP that is practically abandoned by the publisher / developer? For a game that has about 100 players online at maximum? This is an online game] [2:05:34][@pileopoop][Q: How much does each new light in the scene reduce :performance?][:lighting :rendering] [2:06:01][@gg_nate][Q: (Off-topic) Do you feel like you still have the same passion for this project as you did back when you first began, or do some days feel more like it's a chore?] -[2:07:14][@zilarrezko][Q: I'm sure it's been asked before, and maybe to some extent like reflections AAA games do this, but are ray casters / tracers really such a :performance hit that they aren't used on more complex set of geometry in games like Call of Dooters or just in general games with lots of geometry][:lighting :rendering] +[2:07:14][@zilarrezko][Q: I'm sure it's been asked before, and maybe to some extent like reflections AAA games do this, but are ray casters / tracers really such a :performance hit that they aren't used on more complex set of geometry in games like Call of Dooters or just in general games with lots of geometry?][:lighting :rendering] [2:10:38][@lkalinovcic][Q: Do you have any good sources for learning about making :lighting solutions?][:rendering] [2:10:59][@vaualbus][Q: Our light is not getting, at least on the light propagation, more close to PBR schema? How would we implement fog in this system? Can we simulate different media through which the light propagates?][:lighting :rendering] [2:13:10][That's about it][:speech]