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Casey talk about "The coincidence of how people use their TODO notebook"
Bug fix: Remove the code we left when we were playing around with familiars
Decide what to do today: Clean up things by using v3
Get rid of the struct "world_difference" and fix other places we were using it
handmade_world.h: Change ChunkSideInMeters to v3
handmade_math.h: Implement the Hadamard product
handmade_math.h: Clone v2 operations for v3
handmade_world.h: Offset_ is v3 now
Point out the puzzler from world_position can be solved because we now no longer operate on entities without bringing them into the sim_region
Back to deal with compiler errors
The ground plane should not be the negative bottom sides of Tiles because we want to prevent things from accelerating near the Z bound
handmade_world.h: Tidy up the function ChunkPositionFromTilePostion
handmade_math.h: Use anonymous struct in union to grab part of the elements we are interested in v3
handmade_math.h: Make a v3 "constructor" that append a v2 with a real32 value
handmade_sim_region.h: Upgrade P/dP in sim_entity to v3
Keep on dealing with compile errors
handmade_math.h: AddRadiusTo should take a vector as a parameter
handmade_sim_region.h: Upgrade MoveEntity routine to v3
Get rid of GetCameraSpaceP
Keep on cleaning up
Program now can be compiled
Run the game and find out there is absolutely nothing except our hero
Make sure that rectangle bound set up properly
Blackboard: Explain what we want to make sure in more detail
The bug might be Casey broke something in terms of how to store things into chunk position
plainflavored Q: Have you considered using macros that take a name and operator to paste in simple vector functions?
llorton Q: What kind of almond milk are you drinking?
donotputmeonpizza Q: Do you have any suggestions on how to keep up with your 5 episodes a week, when me and my friend have only started watching your videos from the beginning last week?
ryanries Q: Why type 1.0f instead of 1.0?
hexagonal_diamond Q: Have you considered writing tests?
rsxole Q: Can you explain what your Z really means? If it's for separating levels, should tall walls be able to poke into the upper Z layer(s)?
Reminder: Monster that you fight on two floors at once, going up and down stairs to fight the bottom or the top
xanthacroi Q: How do you tab between things so quickly?
mickeyd32 Q: How good of a computer do I need to smoothly code?
saltattack Q: I love you... Will you marry me?
nathyks Q: How smooth is it transitioning a knowledge of Python into C++
apathydude Q: Have you thought more on how the Z-axis will look when finally implemented?
biralx Q: When you work on a game do you work on one project or do they contract you for multiple projects?
nicstop Q: Do you think about data locality all the time, to reduce cache misses?
jkr2120 Q: How long have you been programming?
plainshane Q: Are you done working for real - made all your money, and this is just for fun / philanthropic reasons?
duroate Q: How do you determine what gathers in a chunk with the Z-axis? Do you grab entities from all 6 sides of the chunk?
Blackboard: "Axis aligned bounding box"
handmade.h: TODO(casey): Minkowski inclusion test for sim region begin / updateable bounds
hnau Q: I recently watched Jon Blow's talk on attempting deep work and became curious: Do you do anything similar from a psychological perspective, i.e. go dancing like Jon does or do you have some other relaxing / rewarding activity that helps to spawn creative thought or gain elusive insights into problems you are struggling to solve?
drtwox Q: Do you think RK4 integration is "overkill" for a 2D game like Handmade Hero?
mymlyreen Q: Hi, just tuned in so it might have been mentioned before, but why are you using assertions in non-test code?
d7samurai Q: What about having two regions - one outer and one inner, include entities that move into the inner and exclude entities that move out of the outer - so there's a "margin" that allows some moving without ping-ponging right across a hard in / out line?