[video output=day110 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Unprojecting Screen Boundaries" vod_platform=youtube id=s-eL7riOnwc annotator=dspecht annotator=Miblo] [2:33][Take a look at where we left off and where PixelsToMeters still happens] [4:17][Make the renderer responsible for telling us what the screen dimensions are] [9:34][Blackboard: Field of view in Y] [12:10][Put camera parameters in render_group] [17:46][Blackboard: Figuring out RawXY distance based on the ProjectedXY] [18:56][Calculate RawXY] [21:50][Figure out what we would fill in in terms of the ProjectedXY] [26:26][Step in and see what we're getting in terms of the size] [29:41][Check it out in-game] [30:24][Keep on the march of tightening this down] [31:56][Introduce MetersToPixels on the monitor] [37:29][TODO(casey): How do we want to control our ground chunk resolution?] [38:03][Pass DrawBuffer->Width and Height to AllocateRenderGroup and take a look in-game] [38:47][Refresh the FocalLength] [41:55][Massage the code] [43:58][Take a look in-game and introduce a way to verify the computations] [47:22][Draw the ScreenBounds] [48:46][Introduce the concept of a DebugCamera] [53:53][See it in-game] [55:20][Investigate why the entities aren't moving in and out of the SimRegion based on Y] [56:51][Draw the CameraBoundsInMeters, SimBounds and SimRegion->Bounds] [57:49]['Too Many Rects' by Casey Muratori][quote 81] [58:33][Take a look at it all and start to investigate why entities are not getting pulled in up to the SimRegion->Bounds] [1:03:17][Q&A][:speech] [1:03:56][@grumpygiant256][Will the 'Too Many Rects' song be on the soundtrack album?] [1:04:10][@robotchocolatedino][Should the MetersToPixels value take the pixel density of the monitor into account?] [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] [1:14:24][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?] [1:18:06][@davidthomas426][Would it look different if you scale WidthOfMonitor and FocalLength together, constrained to the same ratio?] [1:19:56][@novynn][Could you put a slider for the user to change their distance to the camera at the start of the game, like some games do with gamma?] [1:20:43][We're about done][:speech] [/video]