Conditional Movement Based on Step Heights
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3:58Blackboard: Handling stairwell traversal
3:58Blackboard: Handling stairwell traversal
3:58Blackboard: Handling stairwell traversal
7:45Blackboard: Collision Detection in Z
7:45Blackboard: Collision Detection in Z
7:45Blackboard: Collision Detection in Z
8:21Blackboard: Draw reasonably
8:21Blackboard: Draw reasonably
8:21Blackboard: Draw reasonably
8:35Run the game to show the multiple visible floors
8:35Run the game to show the multiple visible floors
8:35Run the game to show the multiple visible floors
11:07handmade_sim_region.cpp: Prevent the entities from being accelerated by gravity while on the ground
11:07handmade_sim_region.cpp: Prevent the entities from being accelerated by gravity while on the ground
11:07handmade_sim_region.cpp: Prevent the entities from being accelerated by gravity while on the ground
12:21handmade_sim_region.h: Introduce EntityFlag_ZSupported
12:21handmade_sim_region.h: Introduce EntityFlag_ZSupported
12:21handmade_sim_region.h: Introduce EntityFlag_ZSupported
13:00handmade_sim_region.cpp: Use EntityFlag_ZSupported
13:00handmade_sim_region.cpp: Use EntityFlag_ZSupported
13:00handmade_sim_region.cpp: Use EntityFlag_ZSupported
14:50handmade.cpp: Take out the stairwell height padding
14:50handmade.cpp: Take out the stairwell height padding
14:50handmade.cpp: Take out the stairwell height padding
15:44handmade_sim_region.cpp: Add a BreakHere variable in MoveEntity
15:44handmade_sim_region.cpp: Add a BreakHere variable in MoveEntity
15:44handmade_sim_region.cpp: Add a BreakHere variable in MoveEntity
16:05Debugger: Step into this point in MoveEntity
16:05Debugger: Step into this point in MoveEntity
16:05Debugger: Step into this point in MoveEntity
17:34Debugger: Note that EntityFlag_ZSupported is only being set when we're under the Ground
17:34Debugger: Note that EntityFlag_ZSupported is only being set when we're under the Ground
17:34Debugger: Note that EntityFlag_ZSupported is only being set when we're under the Ground
17:54handmade_sim_region.cpp: Change that if statement to include the Ground
17:54handmade_sim_region.cpp: Change that if statement to include the Ground
17:54handmade_sim_region.cpp: Change that if statement to include the Ground
18:19Debugger: Step into that point in MoveEntity
18:19Debugger: Step into that point in MoveEntity
18:19Debugger: Step into that point in MoveEntity
20:31handmade.cpp: Give the stairwell some Z depth
20:31handmade.cpp: Give the stairwell some Z depth
20:31handmade.cpp: Give the stairwell some Z depth
21:31Run the game and jump through the layers and find that we do now collide with the stairwell
21:31Run the game and jump through the layers and find that we do now collide with the stairwell
21:31Run the game and jump through the layers and find that we do now collide with the stairwell
22:28handmade_sim_region.cpp: Specify another criteria to determine when we want to stay pegged to the ground
22:28handmade_sim_region.cpp: Specify another criteria to determine when we want to stay pegged to the ground
22:28handmade_sim_region.cpp: Specify another criteria to determine when we want to stay pegged to the ground
24:05handmade.cpp: Stop the Familiar from following us
24:05handmade.cpp: Stop the Familiar from following us
24:05handmade.cpp: Stop the Familiar from following us
24:17Walk up and down the stairs
24:17Walk up and down the stairs
24:17Walk up and down the stairs
25:39handmade.cpp: Make the stairwell a little longer
25:39handmade.cpp: Make the stairwell a little longer
25:39handmade.cpp: Make the stairwell a little longer
28:03Run the game and demonstrate teleporting to the top of the stairs
28:03Run the game and demonstrate teleporting to the top of the stairs
28:03Run the game and demonstrate teleporting to the top of the stairs
28:32Blackboard: Consider building the stairwells out of multiple things
28:32Blackboard: Consider building the stairwells out of multiple things
28:32Blackboard: Consider building the stairwells out of multiple things
30:05handmade_sim_region.cpp: Consider doing a speculative collide test on the stairs
30:05handmade_sim_region.cpp: Consider doing a speculative collide test on the stairs
30:05handmade_sim_region.cpp: Consider doing a speculative collide test on the stairs
32:33handmade_sim_region.cpp: Introduce TestWallNormal, TestHitEntity and SpeculativeCollide to do these speculative tests
32:33handmade_sim_region.cpp: Introduce TestWallNormal, TestHitEntity and SpeculativeCollide to do these speculative tests
32:33handmade_sim_region.cpp: Introduce TestWallNormal, TestHitEntity and SpeculativeCollide to do these speculative tests
39:58Debugger: Step into SpeculativeCollide and find that we are not hitting the stairwell
39:58Debugger: Step into SpeculativeCollide and find that we are not hitting the stairwell
39:58Debugger: Step into SpeculativeCollide and find that we are not hitting the stairwell
41:12handmade_sim_region.cpp: Flip the logic of SpeculativeCollide
41:12handmade_sim_region.cpp: Flip the logic of SpeculativeCollide
41:12handmade_sim_region.cpp: Flip the logic of SpeculativeCollide
41:26Run the game and find that the stairwell is behaving as expected expect for the fact that we're not gliding along it, and also that we are now not colliding with walls
41:26Run the game and find that the stairwell is behaving as expected expect for the fact that we're not gliding along it, and also that we are now not colliding with walls
41:26Run the game and find that the stairwell is behaving as expected expect for the fact that we're not gliding along it, and also that we are now not colliding with walls
42:34handmade_sim_region.cpp: Tweak the logic of SpeculativeCollide
42:34handmade_sim_region.cpp: Tweak the logic of SpeculativeCollide
42:34handmade_sim_region.cpp: Tweak the logic of SpeculativeCollide
43:26handmade_sim_region.cpp: Stop setting StopsOnCollision = false
43:26handmade_sim_region.cpp: Stop setting StopsOnCollision = false
43:26handmade_sim_region.cpp: Stop setting StopsOnCollision = false
43:42Run up and down the stairs and note how good it feels
43:42Run up and down the stairs and note how good it feels
43:42Run up and down the stairs and note how good it feels
45:28handmade.h: Attend to the TODO list
45:28handmade.h: Attend to the TODO list
45:28handmade.h: Attend to the TODO list
46:53handmade_sim_region.cpp: Add DefaultGroundLevel to sim_region
46:53handmade_sim_region.cpp: Add DefaultGroundLevel to sim_region
46:53handmade_sim_region.cpp: Add DefaultGroundLevel to sim_region
47:56handmade_sim_region.cpp: Compute the DefaultGroundLevel based on the information in BeginSim
47:56handmade_sim_region.cpp: Compute the DefaultGroundLevel based on the information in BeginSim
47:56handmade_sim_region.cpp: Compute the DefaultGroundLevel based on the information in BeginSim
48:32Blackboard: Specifying the ground levels in a given sim region
48:32Blackboard: Specifying the ground levels in a given sim region
48:32Blackboard: Specifying the ground levels in a given sim region
50:29handmade_sim_region.cpp: Rename DefaultGroundLevel to GroundZBase
50:29handmade_sim_region.cpp: Rename DefaultGroundLevel to GroundZBase
50:29handmade_sim_region.cpp: Rename DefaultGroundLevel to GroundZBase
51:26Blackboard: Snapping to the correct ground level
51:26Blackboard: Snapping to the correct ground level
51:26Blackboard: Snapping to the correct ground level
53:47handmade.h: TODO(casey) Need to make a solid concept of ground levels so the camera can be freely placed in Z and have multiple ground levels in one sim region
53:47handmade.h: TODO(casey) Need to make a solid concept of ground levels so the camera can be freely placed in Z and have multiple ground levels in one sim region
53:47handmade.h: TODO(casey) Need to make a solid concept of ground levels so the camera can be freely placed in Z and have multiple ground levels in one sim region
54:33Run the game and note that the Familiar and Monstar are erroneously getting snapped up to our Z level
54:33Run the game and note that the Familiar and Monstar are erroneously getting snapped up to our Z level
54:33Run the game and note that the Familiar and Monstar are erroneously getting snapped up to our Z level
55:19handmade.cpp: Tweak entities' positions based on their Z level
55:19handmade.cpp: Tweak entities' positions based on their Z level
55:19handmade.cpp: Tweak entities' positions based on their Z level
58:33Q&A
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58:33Q&A
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58:33Q&A
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59:18abnercoimbre I'm guessing the engine will manage arbitrarily high ground levels? Would you really want that? Gameplay such as projecting attacks to a monstar below does sound fun
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59:18abnercoimbre I'm guessing the engine will manage arbitrarily high ground levels? Would you really want that? Gameplay such as projecting attacks to a monstar below does sound fun
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59:18abnercoimbre I'm guessing the engine will manage arbitrarily high ground levels? Would you really want that? Gameplay such as projecting attacks to a monstar below does sound fun
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1:00:48programgamer Why not use the X and Y positions as they appear on the screen for detecting sim regions?
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1:00:48programgamer Why not use the X and Y positions as they appear on the screen for detecting sim regions?
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1:00:48programgamer Why not use the X and Y positions as they appear on the screen for detecting sim regions?
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1:01:18marco_castorina Should you also check the "stair step" at the top of the top of the stairs? It seems you can exit earlier than at the bottom
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1:01:18marco_castorina Should you also check the "stair step" at the top of the top of the stairs? It seems you can exit earlier than at the bottom
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1:01:18marco_castorina Should you also check the "stair step" at the top of the top of the stairs? It seems you can exit earlier than at the bottom
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1:03:01jarsefax Could you please do an overview, on blackboard maybe, of the "entities position system" (world, screen, etc.) now that it's "done"? I'm having trouble understanding it (hopefully you'll understand my question)
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1:03:01jarsefax Could you please do an overview, on blackboard maybe, of the "entities position system" (world, screen, etc.) now that it's "done"? I'm having trouble understanding it (hopefully you'll understand my question)
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1:03:01jarsefax Could you please do an overview, on blackboard maybe, of the "entities position system" (world, screen, etc.) now that it's "done"? I'm having trouble understanding it (hopefully you'll understand my question)
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1:06:39kknewkles Why is the order of stuff drawn on the screen janky (some trees overlap others, some are proper)?
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1:06:39kknewkles Why is the order of stuff drawn on the screen janky (some trees overlap others, some are proper)?
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1:06:39kknewkles Why is the order of stuff drawn on the screen janky (some trees overlap others, some are proper)?
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1:06:46kknewkles Isn't it easy to draw them in order - each layer draws entities left to right, top to bottom?
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1:06:46kknewkles Isn't it easy to draw them in order - each layer draws entities left to right, top to bottom?
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1:06:46kknewkles Isn't it easy to draw them in order - each layer draws entities left to right, top to bottom?
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1:08:09ikerms Is the reason why things in different levels seem shifted up due to the Z-offset when rendering?
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1:08:09ikerms Is the reason why things in different levels seem shifted up due to the Z-offset when rendering?
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1:08:09ikerms Is the reason why things in different levels seem shifted up due to the Z-offset when rendering?
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1:09:15ikerms Will this cause for the wall on the top to be drawn above the screen when the camera is locked instead of following the character?
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1:09:15ikerms Will this cause for the wall on the top to be drawn above the screen when the camera is locked instead of following the character?
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1:09:15ikerms Will this cause for the wall on the top to be drawn above the screen when the camera is locked instead of following the character?
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1:09:52acrmuui When you are allocating everything with custom memory allocators, do you only use the stack for pointers?
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1:09:52acrmuui When you are allocating everything with custom memory allocators, do you only use the stack for pointers?
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1:09:52acrmuui When you are allocating everything with custom memory allocators, do you only use the stack for pointers?
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1:10:25programgamer Are you not worried that three dimensions might complicate entity A.I. to the point where it impacts performance?
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1:10:25programgamer Are you not worried that three dimensions might complicate entity A.I. to the point where it impacts performance?
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1:10:25programgamer Are you not worried that three dimensions might complicate entity A.I. to the point where it impacts performance?
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1:11:21pjh777 Casey, can you check your forum registration process? I never got a confirmation email - registered a couple of days ago
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1:11:21pjh777 Casey, can you check your forum registration process? I never got a confirmation email - registered a couple of days ago
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1:11:21pjh777 Casey, can you check your forum registration process? I never got a confirmation email - registered a couple of days ago
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1:12:23rooctag When will you switch back to centered camera? It seems to be missing on the TODO list
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1:12:23rooctag When will you switch back to centered camera? It seems to be missing on the TODO list
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1:12:23rooctag When will you switch back to centered camera? It seems to be missing on the TODO list
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1:12:44cvaucher Any particular reason behind making the chunk origin the center of the chunk rather than one of the corners?
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1:12:44cvaucher Any particular reason behind making the chunk origin the center of the chunk rather than one of the corners?
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1:12:44cvaucher Any particular reason behind making the chunk origin the center of the chunk rather than one of the corners?
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1:13:47acrmuui Sorry for being unclear. Do you store anything else than pointers on the stack?
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1:13:47acrmuui Sorry for being unclear. Do you store anything else than pointers on the stack?
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1:13:47acrmuui Sorry for being unclear. Do you store anything else than pointers on the stack?
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1:14:34programgamer If the camera were far away enough from the player, would the player go into a simpler routine like the rest of the entities?
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1:14:34programgamer If the camera were far away enough from the player, would the player go into a simpler routine like the rest of the entities?
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1:14:34programgamer If the camera were far away enough from the player, would the player go into a simpler routine like the rest of the entities?
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1:14:56rooctag Should the possible collision test use the TestHitEntity instead of the TestEntity or are they the same? Can you briefly go over the flow of the HitEntity changes?
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1:14:56rooctag Should the possible collision test use the TestHitEntity instead of the TestEntity or are they the same? Can you briefly go over the flow of the HitEntity changes?
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1:14:56rooctag Should the possible collision test use the TestHitEntity instead of the TestEntity or are they the same? Can you briefly go over the flow of the HitEntity changes?
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1:21:30rooctag You could now cancel out the first HitThis == true and not do other checks
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1:21:30rooctag You could now cancel out the first HitThis == true and not do other checks
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1:21:30rooctag You could now cancel out the first HitThis == true and not do other checks
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1:23:06We have agreed to go on break for a week
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1:23:06We have agreed to go on break for a week
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1:23:06We have agreed to go on break for a week
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