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Recap the bug from yesterday
Blackboard: The discrepancy between the Entities' base points and the Ground position
Look at how these concepts are currently specified
handmade_sim_region.cpp: Add 0.5*Entity->Dim.Z to Ground
Run the game and find that we're not quite right
Debugger: Step into the code where Ground is calculated
handmade.cpp: Look at the current drawing code
Run the game and find that we seem to have solved the problem
handmade.cpp: Add two rectangles to the Stairwell
Work on the ZFudge
Check out the effects on the Familiar
MetersToPixels is getting pre-multiplied by OffsetZ
Run the game and see it looking more correct
handmade.cpp: Don't bother adding OffsetZ
Blackboard: What the ZFudge is doing
handmade_sim_region.cpp: Look at SpeculativeCollide
Use GetEntityGroundPoint to set EntityBaseP and Ground
Blackboard: Computing the Ground displacement
Run the game and find we can now go upstairs
handmade.cpp: Make stairways extend above the ground
Blackboard: Understanding StepHeight
handmade_sim_region.h: Add WalkableHeight to sim_entity
handmade.cpp: Use that WalkableHeight in SpeculativeCollide
Run the game and try the stairs
handmade_entity.h: Introduce GetStairGround
handmade_sim_region.cpp: Convert HandleOverlap and SpeculativeCollide to use GetStairGround
Run the game and find that that fixed our problem
handmade_sim_region.cpp: SpeculativeCollide needs to know whether we're coming on to or moving off a stairwell
Q: Do you use Clang on Linux?
Q: What is the best way to learn C++ from absolute scratch on my own?
Q: Do you know anything about Voxpel programming?
Q: What versioning and revision control system do you use?
Q: Are you planning on replacing the stairs in your house with ramps?
Q: How did you get the right side of your Visual Studio debug view to be split vertically?
Q: Why do you use so many magic numbers in your code?
Q: What do you think about friend classes?
Q: Is this turning into reverse Doom? Almost complete 3D rendered in 2D, instead of 2D rendered in 3D
Q: Is the top layer going to fade in if you go up the stairs into a closed room?
Q: When do you plan on doing Z-sorting with the sprites?
Q: Why do you use so many magic numbers in your code? Why so many #defines?
Q: Are you planning to use advanced shader techniques? If so, which ones?
Q: Looks like I skipped an episode in which you made a lower level visible from a higher one. Do you remember when did it happen? Is the floor going to remain transparent in the future?
Q: My previous question was on topic. Missed it, maybe
Q: Correct me if I'm wrong, but it seems early on we started with a bottom-centre position for collision detection on our hero. We moved to a centre position which was offset in both X and Y. Now it seems we use a centre X and Y and are continuing to compute the bottom-centre position. Do you feel this needs to be consolidated in any way?
Q: What's with the floating head in the middle of the forest?
Q: Could you explain the line ControlledHeroes[ArrayCount(((game_input *)0)->Controllers)]; in handmade.h because it looks like you're casting a null pointer and referencing
Q: To workaround the Mischief zoom issue, how about you find the zoom level you want then draw four dots, one in each corner, then when you come back you can align those dots back to the corners
Pseudonym73 Q: You could use C++'s decltype or typeof to find that ArrayCount
mmozeiko Q: Could you do it: ArrayCount(game_input::Controllers)?
Q: declval is what you want
Q: Why do you plan on using OpenGL or DirectX for hardware acceleration? Is that something that you have to have knowledge of actual GPU architecture to be able to implement?
Q: What do you think of Khronos Vulkan?
Q: What is the best way to build a game when you know how to program but you have no art skills? Hire an artist to do it for you? That is my Achilles' heel, but I want to make a game on my own [see Resources]
We have come to the end