Adding Support for Non-spatial Entities ⚠ Click here to regain focus ⚠
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2:06Where we left off with simulation regions
2:06Where we left off with simulation regions
2:06Where we left off with simulation regions
2:52Overview of limitation of simulation region - entities currently must have position
2:52Overview of limitation of simulation region - entities currently must have position
2:52Overview of limitation of simulation region - entities currently must have position
4:40Adding sim_entity_flags
4:40Adding sim_entity_flags
4:40Adding sim_entity_flags
8:35Updating code for moving collides member variable into a flag
8:35Updating code for moving collides member variable into a flag
8:35Updating code for moving collides member variable into a flag
14:09Making the sword non-spatial
14:09Making the sword non-spatial
14:09Making the sword non-spatial
16:51Handling non-spatial entities in MoveEntity
16:51Handling non-spatial entities in MoveEntity
16:51Handling non-spatial entities in MoveEntity
18:59Handling non-spatial entities in BeginSim
18:59Handling non-spatial entities in BeginSim
18:59Handling non-spatial entities in BeginSim
19:59Handling non-spatial entities in EndSim
19:59Handling non-spatial entities in EndSim
19:59Handling non-spatial entities in EndSim
21:09Handling non-spatial entities in AddEntity/LoadEntityReference/GetSimSpaceP
21:09Handling non-spatial entities in AddEntity/LoadEntityReference/GetSimSpaceP
21:09Handling non-spatial entities in AddEntity/LoadEntityReference/GetSimSpaceP
25:21Handling non-spatial entity in UpdateSword
25:21Handling non-spatial entity in UpdateSword
25:21Handling non-spatial entity in UpdateSword
29:02Improving ChangeEntityLocation
29:02Improving ChangeEntityLocation
29:02Improving ChangeEntityLocation
35:05Debugging GetWorldChunk assertion - problems with storing invalid positions and non-spatial flag
35:05Debugging GetWorldChunk assertion - problems with storing invalid positions and non-spatial flag
35:05Debugging GetWorldChunk assertion - problems with storing invalid positions and non-spatial flag
39:31Fixing camera following logic
39:31Fixing camera following logic
39:31Fixing camera following logic
40:54Fixing dZ of player
40:54Fixing dZ of player
40:54Fixing dZ of player
43:03Fixing initial camera position
43:03Fixing initial camera position
43:03Fixing initial camera position
44:33Restoring sword functionality
44:33Restoring sword functionality
44:33Restoring sword functionality
46:39Why is the sword's shadow so dark? - Multiple swords
46:39Why is the sword's shadow so dark? - Multiple swords
46:39Why is the sword's shadow so dark? - Multiple swords
50:21Guarding against having multiple entities in sim_region with same storage index
50:21Guarding against having multiple entities in sim_region with same storage index
50:21Guarding against having multiple entities in sim_region with same storage index
57:23Preventing sword being reset when holding down key
57:23Preventing sword being reset when holding down key
57:23Preventing sword being reset when holding down key
58:42Q&A
58:42Q&A
58:42Q&A
1:00:06Does the current collision code support walls that are not 90 degrees? Say if the wall is at 45 degrees, would the collision code still work?
1:00:06Does the current collision code support walls that are not 90 degrees? Say if the wall is at 45 degrees, would the collision code still work?
1:00:06Does the current collision code support walls that are not 90 degrees? Say if the wall is at 45 degrees, would the collision code still work?
1:03:28Why not set a boolean value 'to be removed'? It seems like setting the position to an arbitrary position isn't as explicit as setting a flag to say that the entity should be removed on the next update frame.
1:03:28Why not set a boolean value 'to be removed'? It seems like setting the position to an arbitrary position isn't as explicit as setting a flag to say that the entity should be removed on the next update frame.
1:03:28Why not set a boolean value 'to be removed'? It seems like setting the position to an arbitrary position isn't as explicit as setting a flag to say that the entity should be removed on the next update frame.
1:05:03The rearranging of code did [introduce] some errors into the code. Is this normal for daily coding?
1:05:03The rearranging of code did [introduce] some errors into the code. Is this normal for daily coding?
1:05:03The rearranging of code did [introduce] some errors into the code. Is this normal for daily coding?
1:08:17Do we expect most entities to be colliding? If so, does it make sense to have the flag be 'non-colliding' instead?
1:08:17Do we expect most entities to be colliding? If so, does it make sense to have the flag be 'non-colliding' instead?
1:08:17Do we expect most entities to be colliding? If so, does it make sense to have the flag be 'non-colliding' instead?
1:09:03Then why set null position?
1:09:03Then why set null position?
1:09:03Then why set null position?
1:09:32Would using a tagged union for entity references fix issues we're having with LoadEntityReference?
1:09:32Would using a tagged union for entity references fix issues we're having with LoadEntityReference?
1:09:32Would using a tagged union for entity references fix issues we're having with LoadEntityReference?
1:10:01Do you have the whole big picture game architecture in your head at every point, or do you have to check what you did from time to time?
1:10:01Do you have the whole big picture game architecture in your head at every point, or do you have to check what you did from time to time?
1:10:01Do you have the whole big picture game architecture in your head at every point, or do you have to check what you did from time to time?