Handmade Hero»Episode Guide
Mapping Entity Indexes to Pointers
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1:33Recap of where we are with simulation regions
1:33Recap of where we are with simulation regions
1:33Recap of where we are with simulation regions
1:58Reorganizing the entity structs
1:58Reorganizing the entity structs
1:58Reorganizing the entity structs
5:05Updating code for sim_entity within low_entity
5:05Updating code for sim_entity within low_entity
5:05Updating code for sim_entity within low_entity
8:17Setting the entity's StorageIndex
8:17Setting the entity's StorageIndex
8:17Setting the entity's StorageIndex
11:07Moving entity stuff out of handmade.h
11:07Moving entity stuff out of handmade.h
11:07Moving entity stuff out of handmade.h
11:31How to reference entities?
11:31How to reference entities?
11:31How to reference entities?
14:39Creating an entity_reference
14:39Creating an entity_reference
14:39Creating an entity_reference
16:00Populating an entity_reference in EndSim
16:00Populating an entity_reference in EndSim
16:00Populating an entity_reference in EndSim
17:52Loading from an entity_reference in BeginSim
17:52Loading from an entity_reference in BeginSim
17:52Loading from an entity_reference in BeginSim
22:00Storing an entity mapping in a hash table when adding an entity
22:00Storing an entity mapping in a hash table when adding an entity
22:00Storing an entity mapping in a hash table when adding an entity
23:24Functions for the entity mapping hash table
23:24Functions for the entity mapping hash table
23:24Functions for the entity mapping hash table
24:04Creating the entity mapping hash table
24:04Creating the entity mapping hash table
24:04Creating the entity mapping hash table
27:03Internal chaining for the hash table
27:03Internal chaining for the hash table
27:03Internal chaining for the hash table
28:27Implementing GetSimEntityFromIndex
28:27Implementing GetSimEntityFromIndex
28:27Implementing GetSimEntityFromIndex
37:45Implementing MapStorageIndexToEntity
37:45Implementing MapStorageIndexToEntity
37:45Implementing MapStorageIndexToEntity
39:24Loading entities recursively
39:24Loading entities recursively
39:24Loading entities recursively
44:14Addressing compiler errors
44:14Addressing compiler errors
44:14Addressing compiler errors
45:14Updating camera following code
45:14Updating camera following code
45:14Updating camera following code
48:54Addressing compiler errors
48:54Addressing compiler errors
48:54Addressing compiler errors
50:27Porting MoveEntity code to work with simulation regions
50:27Porting MoveEntity code to work with simulation regions
50:27Porting MoveEntity code to work with simulation regions
56:29Leaving notes for remainder of simulation region work
56:29Leaving notes for remainder of simulation region work
56:29Leaving notes for remainder of simulation region work
57:03Q&A
🗩
57:03Q&A
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57:03Q&A
🗩
58:53Why don't you upload chat logs with videos somehow?
58:53Why don't you upload chat logs with videos somehow?
58:53Why don't you upload chat logs with videos somehow?
1:01:08There's a bug in your random number table. The numbers are limited to a range.
1:01:08There's a bug in your random number table. The numbers are limited to a range.
1:01:08There's a bug in your random number table. The numbers are limited to a range.
1:02:15Could explain your naming conventions or explanations behind using them? I've never seen a style similar to yours - it seems inverted.
1:02:15Could explain your naming conventions or explanations behind using them? I've never seen a style similar to yours - it seems inverted.
1:02:15Could explain your naming conventions or explanations behind using them? I've never seen a style similar to yours - it seems inverted.
1:04:04Do you want the stored entities to move like normal ones or simulate them? Like you mentioned stuff moving around with slower updates off-screen.
1:04:04Do you want the stored entities to move like normal ones or simulate them? Like you mentioned stuff moving around with slower updates off-screen.
1:04:04Do you want the stored entities to move like normal ones or simulate them? Like you mentioned stuff moving around with slower updates off-screen.
1:05:21Maybe if you change your Twitch server? [in reference to dropped packets for stream]
1:05:21Maybe if you change your Twitch server? [in reference to dropped packets for stream]
1:05:21Maybe if you change your Twitch server? [in reference to dropped packets for stream]
1:06:15What is the point of high and low entity? Would it make sense to just have one?
1:06:15What is the point of high and low entity? Would it make sense to just have one?
1:06:15What is the point of high and low entity? Would it make sense to just have one?
1:07:13Can entities reference each other? Do you need to check for cyclic references?
1:07:13Can entities reference each other? Do you need to check for cyclic references?
1:07:13Can entities reference each other? Do you need to check for cyclic references?
1:09:03When is a ground-up rewrite warranted? How often do you just burn everything down and start fresh?
1:09:03When is a ground-up rewrite warranted? How often do you just burn everything down and start fresh?
1:09:03When is a ground-up rewrite warranted? How often do you just burn everything down and start fresh?
1:18:32What are your opinions of Scrum and Agile methods?
1:18:32What are your opinions of Scrum and Agile methods?
1:18:32What are your opinions of Scrum and Agile methods?