From a54ae12e0d7eff1bf9e1bf156f84d6cc67e85eaa Mon Sep 17 00:00:00 2001 From: Martin Haye Date: Sun, 29 Sep 2013 13:47:24 -0700 Subject: [PATCH] Added video links to the text. --- Docs/Tutorials/BigBlue/TaleOfBigBlue.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Docs/Tutorials/BigBlue/TaleOfBigBlue.md b/Docs/Tutorials/BigBlue/TaleOfBigBlue.md index 6ba2c3a7..76e50c6d 100644 --- a/Docs/Tutorials/BigBlue/TaleOfBigBlue.md +++ b/Docs/Tutorials/BigBlue/TaleOfBigBlue.md @@ -4,6 +4,8 @@ The Tale of Big Blue Part 1: Outlaw Editor --------------------- +*Hey!* Check out the video screencast of part 1: http://screencast.com/t/ZnRNXVLGi + I'm Martin Haye, and I'm gonnaa to tell you the story of a pixel called Big Blue, and his journey from Seth's mind to an Apple II screen. Along the way we'll be taking a detailed tour of the code and data behind the scenes so you can get a feel for how it all works. [TODO: back-fill text and links] @@ -11,6 +13,8 @@ I'm Martin Haye, and I'm gonnaa to tell you the story of a pixel called Big Blue Part 2: Casting Rays -------------------- +*Hey!* Check out the video screencast of part 2: http://screencast.com/t/NNLVxjHZH5 + Last time we covered Big Blue's childhood, springing from Seth's mind into Outlaw Editor and then being converted to bits in a file. Now we'll take a detour to introduce ray casting, a critical influence in Blue's life. You see, before Big Blue can make his debut on the Apple II screen, we need to know where on that screen he should appear. We know he's part of a window on a certain building in the town, but he should only show on the screen when the player is looking at that building. To figure that out I'm afraid we're going to need math but I promise I'll keep it light.