Optimism in Design – Q&A
?
?
W, K, P / S, J, N Jump to previous / next timestamp
t / T Toggle theatre / SUPERtheatre mode
V Revert filter to original state Y Select link (requires manual Ctrl-c)
X, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus
Keyboard Navigation
Global Keys
[, < / ], > Jump to previous / next episodeW, K, P / S, J, N Jump to previous / next timestamp
t / T Toggle theatre / SUPERtheatre mode
V Revert filter to original state Y Select link (requires manual Ctrl-c)
Menu toggling
q Quotes r References f Filter y Link c CreditsIn-Menu and Index Controls
a
w
s
s
d
h
j
k
l
←
↑
↓
↓
→
Esc Close menu / unfocus timestamp
Quotes and References Menus and Index
Enter Jump to timestampQuotes, References and Credits Menus
o Open URL (in new tab)Filter Menu
x, Space Toggle category and focus nextX, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus
Filter and Link Menus
z Toggle filter / linking modeCredits Menu
Enter Open URL (in new tab)⏫
Previous: ‘Optimism in Design’
⏫
0:15: Global Lattice translucency solution
0:15: Global Lattice translucency solution
0:15: Global Lattice translucency solution
0:58: Discarding air triangles
0:58: Discarding air triangles
0:58: Discarding air triangles
1:34: Using a G-buffer for antialiasing
1:34: Using a G-buffer for antialiasing
1:34: Using a G-buffer for antialiasing
1:48: Breaking up the lattice to reduce draw / discard calls
1:48: Breaking up the lattice to reduce draw / discard calls
1:48: Breaking up the lattice to reduce draw / discard calls
2:39: Yes, but it's simpler
2:39: Yes, but it's simpler
2:39: Yes, but it's simpler
2:59: Statically considering meshes
2:59: Statically considering meshes
2:59: Statically considering meshes
3:17: Hoping the G-buffer may help with shadows
3:17: Hoping the G-buffer may help with shadows
3:17: Hoping the G-buffer may help with shadows
3:35: Global Lattice performance implications
3:35: Global Lattice performance implications
3:35: Global Lattice performance implications
3:52: Good for bigger bloxel cellular automata
3:52: Good for bigger bloxel cellular automata
3:52: Good for bigger bloxel cellular automata
4:21: I don't think so
4:21: I don't think so
4:21: I don't think so
4:24: You can ask the question again, if needed
4:24: You can ask the question again, if needed
4:24: You can ask the question again, if needed
4:28: We're using uniform cubes as our voxels, you'd use dual marching cubes for smooth faces
4:28: We're using uniform cubes as our voxels, you'd use dual marching cubes for smooth faces
4:28: We're using uniform cubes as our voxels, you'd use dual marching cubes for smooth faces
4:43: Managing the hybrid nature of our conference
4:43: Managing the hybrid nature of our conference
4:43: Managing the hybrid nature of our conference
5:17: Rendering entities
5:17: Rendering entities
5:17: Rendering entities
5:43: Effectively achieving instancing with a static mesh
5:43: Effectively achieving instancing with a static mesh
5:43: Effectively achieving instancing with a static mesh
6:14: Roblox FPS montage1 and Global Lattice Voxel demo2 on the YouTube channel3
6:14: Roblox FPS montage1 and Global Lattice Voxel demo2 on the YouTube channel3
6:14: Roblox FPS montage1 and Global Lattice Voxel demo2 on the YouTube channel3
6:50: Noise generation
6:50: Noise generation
6:50: Noise generation
7:03: Hybrid management, repeating audience questions over the microphone
7:03: Hybrid management, repeating audience questions over the microphone
7:03: Hybrid management, repeating audience questions over the microphone
7:41: LOD Lattice
7:41: LOD Lattice
7:41: LOD Lattice
8:22: Rendering a chunk on the GPU
8:22: Rendering a chunk on the GPU
8:22: Rendering a chunk on the GPU
9:14: One face for a slice of the world
9:14: One face for a slice of the world
9:14: One face for a slice of the world
10:03: Extracting interaction positions from voxels
10:03: Extracting interaction positions from voxels
10:03: Extracting interaction positions from voxels
10:43: Y is up
10:43: Y is up
10:43: Y is up
11:13: Frustum Rotation
11:13: Frustum Rotation
11:13: Frustum Rotation
12:27: You'd only see this smaller area of the world
12:27: You'd only see this smaller area of the world
12:27: You'd only see this smaller area of the world
13:04: Rendering slabs and slopes
13:04: Rendering slabs and slopes
13:04: Rendering slabs and slopes
13:52: Instancing memory to handle larger worlds
13:52: Instancing memory to handle larger worlds
13:52: Instancing memory to handle larger worlds
14:45: Floating Point Precision
14:45: Floating Point Precision
14:45: Floating Point Precision
15:05Global Lattice Voxel Tech4
🎬
15:05Global Lattice Voxel Tech4
🎬
15:05Global Lattice Voxel Tech4
🎬
⏬
Next: ‘SDF Atlas’
⏬