Basic Bitmap Rendering Cleanup
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0:00:00Intro and Welcome
0:00:00Intro and Welcome
0:00:00Intro and Welcome
0:04:55HeroBitmaps structure
0:04:55HeroBitmaps structure
0:04:55HeroBitmaps structure
0:05:38Loading all hero bitmaps
0:05:38Loading all hero bitmaps
0:05:38Loading all hero bitmaps
0:08:03Drawing loaded bitmaps in the correct order
0:08:03Drawing loaded bitmaps in the correct order
0:08:03Drawing loaded bitmaps in the correct order
0:09:32Update hero by facing direction based on movement
0:09:32Update hero by facing direction based on movement
0:09:32Update hero by facing direction based on movement
0:11:41Centering the hero on his rectangle
0:11:41Centering the hero on his rectangle
0:11:41Centering the hero on his rectangle
0:14:20Finding the center of alignment
0:14:20Finding the center of alignment
0:14:20Finding the center of alignment
0:15:28Drawing the bitmap based on alignment
0:15:28Drawing the bitmap based on alignment
0:15:28Drawing the bitmap based on alignment
0:17:35The bitmap-changing macro
0:17:35The bitmap-changing macro
0:17:35The bitmap-changing macro
0:20:09Changing DrawBitmap() to be based off of top and left alignment
0:20:09Changing DrawBitmap() to be based off of top and left alignment
0:20:09Changing DrawBitmap() to be based off of top and left alignment
0:23:29Explanation of how to draw hero based on alignment
0:23:29Explanation of how to draw hero based on alignment
0:23:29Explanation of how to draw hero based on alignment
0:25:45Changing the game such that the camera stays centered
0:25:45Changing the game such that the camera stays centered
0:25:45Changing the game such that the camera stays centered
0:27:10Adding the camera's position
0:27:10Adding the camera's position
0:27:10Adding the camera's position
0:29:45Computing where the player actually is
0:29:45Computing where the player actually is
0:29:45Computing where the player actually is
0:32:16Tile map difference
0:32:16Tile map difference
0:32:16Tile map difference
0:33:56Accounting for the AbsTile
0:33:56Accounting for the AbsTile
0:33:56Accounting for the AbsTile
0:37:10Fixing the movement
0:37:10Fixing the movement
0:37:10Fixing the movement
0:40:25Moving the camera to the player in Z
0:40:25Moving the camera to the player in Z
0:40:25Moving the camera to the player in Z
0:41:09Keeping the camera locked to the player
0:41:09Keeping the camera locked to the player
0:41:09Keeping the camera locked to the player
0:47:25Fixing left and top clipping
0:47:25Fixing left and top clipping
0:47:25Fixing left and top clipping
0:48:15Explanation of how to fix clipping
0:48:15Explanation of how to fix clipping
0:48:15Explanation of how to fix clipping
0:51:40Checking the framerate
0:51:40Checking the framerate
0:51:40Checking the framerate
0:52:38Fixing live code loading
0:52:38Fixing live code loading
0:52:38Fixing live code loading
0:59:29Testing if hotloading is still functioning
0:59:29Testing if hotloading is still functioning
0:59:29Testing if hotloading is still functioning
1:00:35Q&A
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1:00:35Q&A
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1:00:35Q&A
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1:01:46Can you do that live code with a function call? That could just be a poke. -Geneticspecies
1:01:46Can you do that live code with a function call? That could just be a poke. -Geneticspecies
1:01:46Can you do that live code with a function call? That could just be a poke. -Geneticspecies
1:02:05Enumerations. Am I correct to say you've not used them in Handmade Hero yet? I'm guessing this is simply because it's too early to know what will eventually require enumerations and not some other reason.
1:02:05Enumerations. Am I correct to say you've not used them in Handmade Hero yet? I'm guessing this is simply because it's too early to know what will eventually require enumerations and not some other reason.
1:02:05Enumerations. Am I correct to say you've not used them in Handmade Hero yet? I'm guessing this is simply because it's too early to know what will eventually require enumerations and not some other reason.
1:02:38Why not layer the individual bodyparts into a single bitmap that way you only have to draw one image instead of three?
1:02:38Why not layer the individual bodyparts into a single bitmap that way you only have to draw one image instead of three?
1:02:38Why not layer the individual bodyparts into a single bitmap that way you only have to draw one image instead of three?
1:03:20Are you wearing a blue cape like the Handmade Hero today?
1:03:20Are you wearing a blue cape like the Handmade Hero today?
1:03:20Are you wearing a blue cape like the Handmade Hero today?
1:03:31I just wanted to point out that there is a magnifying tool in windows that came with aero
1:03:31I just wanted to point out that there is a magnifying tool in windows that came with aero
1:03:31I just wanted to point out that there is a magnifying tool in windows that came with aero
1:05:09Don't you want to test the hotloading? -Andysz
1:05:09Don't you want to test the hotloading? -Andysz
1:05:09Don't you want to test the hotloading? -Andysz
1:05:39HAHA YOU SWORE! -Garlandobloom
1:05:39HAHA YOU SWORE! -Garlandobloom
1:05:39HAHA YOU SWORE! -Garlandobloom
1:06:07Can you add a <stddef.h> include to handmade.h?
1:06:07Can you add a <stddef.h> include to handmade.h?
1:06:07Can you add a <stddef.h> include to handmade.h?
1:07:56Why does the guy have no feet?
1:07:56Why does the guy have no feet?
1:07:56Why does the guy have no feet?
1:08:17How do you know which compiler options, like clr and standard headers, you want to use?
1:08:17How do you know which compiler options, like clr and standard headers, you want to use?
1:08:17How do you know which compiler options, like clr and standard headers, you want to use?
1:10:46Changing the literal value of a variable is a peak and poke technique. Poking a value to a memory address...
1:10:46Changing the literal value of a variable is a peak and poke technique. Poking a value to a memory address...
1:10:46Changing the literal value of a variable is a peak and poke technique. Poking a value to a memory address...
1:13:23What will happen if you have an item that is infront in one view but in the back in another? Since it seems you have hard coded the order in which they are drawn, will you reorder them based on the view or on some other technique?
1:13:23What will happen if you have an item that is infront in one view but in the back in another? Since it seems you have hard coded the order in which they are drawn, will you reorder them based on the view or on some other technique?
1:13:23What will happen if you have an item that is infront in one view but in the back in another? Since it seems you have hard coded the order in which they are drawn, will you reorder them based on the view or on some other technique?
1:14:50Why don't you use the emacs calc?
1:14:50Why don't you use the emacs calc?
1:14:50Why don't you use the emacs calc?
1:15:25Comment on zoomin being at sysinternals.com
1:15:25Comment on zoomin being at sysinternals.com
1:15:25Comment on zoomin being at sysinternals.com
1:16:34When you panned off the min edges can you explain how the head was redrawing over the body?
1:16:34When you panned off the min edges can you explain how the head was redrawing over the body?
1:16:34When you panned off the min edges can you explain how the head was redrawing over the body?
1:22:02Do you ever write test or does the average game not have unit tests?
1:22:02Do you ever write test or does the average game not have unit tests?
1:22:02Do you ever write test or does the average game not have unit tests?
1:23:34Does this form of live coding work with adding member variables to structs?
1:23:34Does this form of live coding work with adding member variables to structs?
1:23:34Does this form of live coding work with adding member variables to structs?
1:24:24How does this test code help with the future architecture since it all gets dumped?
1:24:24How does this test code help with the future architecture since it all gets dumped?
1:24:24How does this test code help with the future architecture since it all gets dumped?
1:26:05I'm not sure if this is true. I'm assuming you're making the guy clip when leaving the screen, but why make it clip if you can just make it follow the yellow box which might clip the guy itself. Again I really..
1:26:05I'm not sure if this is true. I'm assuming you're making the guy clip when leaving the screen, but why make it clip if you can just make it follow the yellow box which might clip the guy itself. Again I really..
1:26:05I'm not sure if this is true. I'm assuming you're making the guy clip when leaving the screen, but why make it clip if you can just make it follow the yellow box which might clip the guy itself. Again I really..
1:26:35If streaming assets will be required to display all visual information will their be some type of manual limit placed on the procedural generation to ensure that all assets will never be required for a single room?
1:26:35If streaming assets will be required to display all visual information will their be some type of manual limit placed on the procedural generation to ensure that all assets will never be required for a single room?
1:26:35If streaming assets will be required to display all visual information will their be some type of manual limit placed on the procedural generation to ensure that all assets will never be required for a single room?
1:27:00End Q&A and closing statements
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1:27:00End Q&A and closing statements
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1:27:00End Q&A and closing statements
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