is presently its sole maintainer,
You can support him:
Recap and plan for the day ahead
Describe the "sumo mandarin" still being eaten
Fix jump shadow
Modify shadow alpha on floating head
Reiterate the fact that PushPiece is in pixel space
Make the familiar stop a little way from the hero
Add Hitpoint to hero
handmade.h: struct hit_point
Should hitpoints themselves be entities?
Draw those hitpoints
Blackboard: How to center hitpoints around the guy?
Implement the code to draw these hitpoints in the right place
Change the Offset in PushPiece into meter
Run the game and watch the Familiar bob heavily
Reduce the BobSin multiplier
Place the hitpoints in their correct positions
Blackboard: Explain why hitpoints stick together
Flip the y coordinate in PushPiece
Unify PushPiece and PushRect
Fix jump hitpoints
Basic v3 and v4
Explain why templates are bad
Q: Isn't making a struct for HP is preprogramming a little?
Q: Why not just use HitPointMax = 12 instead of dividing into 3 hearts and 4 segments?
Q: I noticed the floating head was always behind the player. Are you going to go for a depth buffer approach or draw back-to-front to handle this?
Q: Would it be entirely possible to completely reconstruct the current code by following every episode of the series without preordering the game?
Q: Do you think that I, as a totally new person of programming, would be able to follow along with the pace you are working at, doing rapid changes to the code without sometimes telling us why?
Q: Is there ever gonna be a moment of reflection at some point in the future where you provide a somewhat high level overview of the engine components we have been encountered so far, what they will provide and why we need them?
Q: I think it would be really cool if you implement a smooth scrolling room-based combination
Q: Is the translucent thing you were talking about hard to do on 2D UI? Do you write the UI in the same Z-buffer or is it separate?
Q: Will you be implementing more memory handling code and, if yes, what kind of things?
Q: If you do a bounding box, which is an inset X amount of meters / tiles from the room edge, you could use the collision of the player with the bounding box to start smooth scrolling to the next room, etc.
Q: How will we be handling resolution variance?
Q: What kind of error handling / logging do you have in place now, and how will that possibly change?
Q: Why are strings such a problem for so many engines?
Q: How hard is it to port a 32-bit game engine to compile a 64-bit output client if the origin game splits executables to surpass the 4-gig cap?
Q: Zelda had scrolling when you transition between rooms. Are you going to have something similar?
Q: Would you mind giving a brief walkthrough of the memory management going on right now in the code from the game boot and forward?
Q: Why is it impossible to resize a raster image and why does everything have to be rasterized for drawing? Why can't textures be vector-based?
Q: Couldn't we build handmade.cpp and win32_handmade.cpp in separate threads? Is there a way to pipe the error messages in a sane way using the build.bat approach?
Q: SWTOR does it (about 32-bit splits into 2 separate processes question)
Q: Binding of Isaac does have scrolling between rooms, albeit a very quick transition
Q: What is the drawing app we are using?
Internet: Check out the scrolling in The Binding of Isaac
We've finish up on the stream
Save our giant drawing in Mischief