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Assets: handmade_hero_test_assets_002.zip is released
handmade.cpp: Pull in entities by chunk, rather than tile
Blackboard: Pulling entities into the working set
handmade.cpp: Figure out the CameraBounds situation
Make a version of MakeEntityHighFrequency to be called at the lower level
Continue writing these versions of MakeEntityHighFrequency
Use these functions in SetCamera
handmade_math.h: Introduce GetMinCorner, GetMaxCorner and GetCenter
Debugger: Step through and see what's happening
handmade.cpp: Fix the Assertion in MakeEntityHighFrequency
Look at AddWall
handmade_world.cpp: Look at Subtract and ChunkPositionFromTilePosition
Debugger: Step in to AddWall
handmade.cpp: Call ChangeEntityLocation in AddLowEntity and make it pass world_position P
Pass the world_position P to AddPlayer and finish implementing the spatial partition
Run it and see what's happening
Debugger: Step into AddPlayer
handmade.cpp: Tweak AddLowEntity
Debugger: Continue debugging AddPlayer
handmade_world.cpp: Tweak ChangeEntityLocation
Debugger: Step through the loop in OffsetAndCheckFrequencyByArea
handmade.cpp: Add an assertion in OffsetAndCheckFrequencyByArea
Debugger: Step through and hit this assertion
handmade.cpp: Introduce ValidateEntityPairs
Debugger: The MakeEntityHighFrequency routine in SetCamera is the problem
handmade.cpp: Pass the correct Index to this routine
Run the game and note that the spatial partition is nominally working
handmade.h and handmade.cpp: Test the new assets
Run the game and find that the new trees are drawn at the wrong locations
handmade.cpp: Stop drawing the textured background
Assets: Find the base point for the tree in GIMP
handmade.cpp: Set the tree's alignment and do DrawRectangle as well
Run the game and observe our new trees in their correct positions
Q: For zooming out, could you somehow modify MetersToPixels to make things smaller as you zoom?
Q: What is inline v2?
Q: Why use Emacs versus Visual Studio's IDE?
Q: Is Emacs better than Vim, or is it just preference?
Q: Do you think that how fast code runs is the best metric for good code, or do you value simplicity or extensibility as well?
Q: Why are you using Visual Studio here if you use Emacs?
swagkitty69 Q: Did you ever figure out a fix for Emacs whenever you try to create a new file and the patch changes?
Q: What's guiding you to make steps towards completing the game, i.e. a list of requirements for the game?
Q: Do you ever get annoyed with reading a high depth of nested for loops?
Q: Was watching some ROM hacking earlier and watching the registers and memory update in real time was really cool. Do you think a debugger for C could work as well as that?
Q: How much time do you spend outside the stream in thinking about the code and game design? If you coded eight hours a day, would you be able to code consistently with the same pace as during your stream?
Q: Can you please put in a proper PRNG before you write world gen algorithms?
Q: Do you ever feel the need to use recursive functions?
Q: Do you build with build.exe in command prompt or batch file?
Q: When you say "renderer", what exactly does that mean? If the drawing you have now isn't rendering, then at what point do we go from drawing to rendering?
Q: Have any of your friends voiced disagreement with design decisions you've made in this engine?
Q: How do you distinguish between what a lot of people might called "premature optimisation" versus ensuring a good design that allows for high performance? The difference there seems really subtle. I feel that designing for high performance is simply organising the code and writing in such a way that does not unnecessarily slow down the code and prevent future optimisations, while premature optimisation is simply optimising something because you think something will be slow without evidence
Q: 4096 random numbers
Q: Will we have positionless entities? Would something like the current price of Almond Milk futures be an entity?
Q: Will you be making a level / tile map editor for this game, for easier level creation?
Q: What is your algorithm for a collision with three and more entities?
Blackboard: Moving in 1/30th sec
Q: Do you plan to use some form of logging for debugging purposes?
Q: When you remove a LowEntity from the Chunk list, you swap another into its place. Won't that mess with references?
happy_vertex Q: Even for slow frequency entities?
We have come to the end of the questions