@pikuma@mastodon.gamedev.place
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pikuma

@pikuma@mastodon.gamedev.place

An education platform teaching the fundamentals of #ComputerScience, #RetroProgramming, and #Mathematics.

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pikuma, to random
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Triangle Rasterization:

🔗 https://youtu.be/k5wtuKWmV48

pikuma, to random
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Today I heard someone use "crypto" to describe something related to cryptography. 🙀

Simpsons' meme "a world without lawyers"

pikuma, to random
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The Microsoft Calculator buttons being one pixel off...

😠

pikuma, to random
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Hey, a new Blog post is up & sizzling! 🔥

"Understanding How Cache Memory Works"

Gabriel Cunha (@lemmtopia) wrote a super cool introduction to Cache Memory for the school website.

Check it out.

🔗 https://pikuma.com/blog/understanding-computer-cache

pikuma, to Playstation
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I have added a new chapter on Extrinsic vs. Intrinsic rotations to our module.

Since the yaw, pitch, and roll sequence of rotations of our ship is always based on the last rotation (respecting the pilot's view), it was important to explain the math for both cases.

Intrinsic rotation

pikuma,
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Extrinsic rotation rotates yaw, pitch, and roll values around a fixed coordinate system, XYZ (red rotation frame below).

But look at this sequence of yaw-pitch-roll rotations; The chain of transformations does not match what we expect to see from the pilot's view. Do you agree?

Extrinsic rotation

pikuma, (edited )
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Intrinsic rotation, on the other hand, always rotates the ship based on the last rotation's coordinate system.

Let’s chain first yaw (to the right) by 90°, then pitch (upwards) by 45°, and then roll by 180° (to the right).

See how these sequence now considers the pilot's view (blue rotation frame)?

Often we denote the rotation as Y-X'-Z''. X' is the new x-axis after the previous rotation, and Z'' is the new z-axis after the previous rotation.

pikuma,
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Depending on what we want from our game objects, we must ensure out rotation matrices consider the correct sequence of steps.

This has everything to do with the sequence & the order we choose to chain these matrix multiplications (from left to right or from right to left). 🙂

pikuma,
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This was not covered in our previous "3D Graphics Programming" course. So, since many students asked for a review, I am adding it to the PS1 course.

It's great that we can see the topic in action with a proper application. That's always better than just throwing theory and math notation around.

Stop "kind of" understanding the math you use in your games and start owning what you learn with our courses at http://pikuma.com.

See you inside! 🙂

pikuma,
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@Ongion Good eye. This one is actually correct. The intrinsic one was posted incorrectly. Thanks! :)

pikuma, to random
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This is what I imagine happens when someone buy all the lectures at once. 😅

pikuma, to Playstation
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I have just updated the section of our #PlayStation programming course to add more content on the different video formats (NTSC, PAL, SECAM).

I also added more details on the differences of progressive scan vs. interlaced scan.

Interlaced picture frame

pikuma, to random
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Was anyone else raised to believe the worst financial decision that would immediately bankrupt one's family was to consume an item from the Hotel mini bar?

I mean, a thief better steal the wallets & all bags from our room before opening a bag of peanuts from that fridge!

pikuma,
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@nicklockwood Exactly!

edo999, to random
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@pikuma Hey there. The videos on your course stopped working on Firefox yesterday.
I'm using the Developer Edition.

Are you aware of this?

pikuma,
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@edo999 I believe someone mentioned that the videos were not playing if youbhad strict enabled, which would indeed cause some issues.

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