Defining the Ground
?
?
W, K, P / S, J, N Jump to previous / next marker
t / T Toggle theatre / SUPERtheatre mode
z Toggle filter mode V Revert filter to original state
X, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus
Keyboard Navigation
Global Keys
[, < / ], > Jump to previous / next episodeW, K, P / S, J, N Jump to previous / next marker
t / T Toggle theatre / SUPERtheatre mode
z Toggle filter mode V Revert filter to original state
Menu toggling
q Quotes r References f Filter c CreditsIn-Menu Movement
a
w
s
s
d
h
j
k
l
←
↑
↓
↓
→
Quotes and References Menus
Enter Jump to timecodeQuotes, References and Credits Menus
o Open URL (in new tab)Filter Menu
x, Space Toggle category and focus nextX, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus
Credits Menu
Enter Open URL (in new tab)⏫
Previous: 'Multiple Collision Volumes Per Entity'
⏫
3:56handmade.h: Check the TODO list
3:56handmade.h: Check the TODO list
3:56handmade.h: Check the TODO list
4:51Blackboard: The Ground
4:51Blackboard: The Ground
4:51Blackboard: The Ground
5:45Blackboard: Quake vs. Unreal
5:45Blackboard: Quake vs. Unreal
5:45Blackboard: Quake vs. Unreal
9:01Blackboard: Quake's "Constructive Solid Geometry" Paradigm
9:01Blackboard: Quake's "Constructive Solid Geometry" Paradigm
9:01Blackboard: Quake's "Constructive Solid Geometry" Paradigm
10:39Blackboard: Unreal's "Constructive Solid Geometry" Paradigm
10:39Blackboard: Unreal's "Constructive Solid Geometry" Paradigm
10:39Blackboard: Unreal's "Constructive Solid Geometry" Paradigm
12:21Blackboard: The difference between these two models
12:21Blackboard: The difference between these two models
12:21Blackboard: The difference between these two models
14:25Blackboard: Robustness vs. Efficiency
14:25Blackboard: Robustness vs. Efficiency
14:25Blackboard: Robustness vs. Efficiency
16:55Blackboard: Propose not talking about "Ground" or "Floors", but "Rooms"
16:55Blackboard: Propose not talking about "Ground" or "Floors", but "Rooms"
16:55Blackboard: Propose not talking about "Ground" or "Floors", but "Rooms"
31:46Blackboard: What happens when you step off a ledge?
31:46Blackboard: What happens when you step off a ledge?
31:46Blackboard: What happens when you step off a ledge?
35:16handmade_sim_region.h: Add EntityType_Space entity_type
35:16handmade_sim_region.h: Add EntityType_Space entity_type
35:16handmade_sim_region.h: Add EntityType_Space entity_type
36:17handmade.cpp: Implement the ability to create an EntityType_Space
36:17handmade.cpp: Implement the ability to create an EntityType_Space
36:17handmade.cpp: Implement the ability to create an EntityType_Space
40:41handmade.cpp: Introduce AddSpace
40:41handmade.cpp: Introduce AddSpace
40:41handmade.cpp: Introduce AddSpace
47:04handmade.cpp: Rename AddSpace to AddStandardRoom and add EntityFlag_Traversable
47:04handmade.cpp: Rename AddSpace to AddStandardRoom and add EntityFlag_Traversable
47:04handmade.cpp: Rename AddSpace to AddStandardRoom and add EntityFlag_Traversable
50:49Blackboard: No overlap between adjacent rooms
50:49Blackboard: No overlap between adjacent rooms
50:49Blackboard: No overlap between adjacent rooms
51:40Run the game and see some giant rectangleS
51:40Run the game and see some giant rectangleS
51:40Run the game and see some giant rectangleS
52:23handmade.cpp: Turn off AddStandardRoom
52:23handmade.cpp: Turn off AddStandardRoom
52:23handmade.cpp: Turn off AddStandardRoom
53:15handmade.cpp: Correct the sim_entity_flags settings
53:15handmade.cpp: Correct the sim_entity_flags settings
53:15handmade.cpp: Correct the sim_entity_flags settings
54:02handmade_sim_region.cpp: Check EntityFlag_Collides in CanCollide
54:02handmade_sim_region.cpp: Check EntityFlag_Collides in CanCollide
54:02handmade_sim_region.cpp: Check EntityFlag_Collides in CanCollide
54:42Run the game and find that we now correctly don't collide with the StandardRooms
54:42Run the game and find that we now correctly don't collide with the StandardRooms
54:42Run the game and find that we now correctly don't collide with the StandardRooms
54:50handmade.cpp: Introduce PushRectOutline
54:50handmade.cpp: Introduce PushRectOutline
54:50handmade.cpp: Introduce PushRectOutline
56:37Blackboard: Drawing out the PushRectOutline
56:37Blackboard: Drawing out the PushRectOutline
56:37Blackboard: Drawing out the PushRectOutline
57:38handmade.cpp: Continue writing PushRectOutline
57:38handmade.cpp: Continue writing PushRectOutline
57:38handmade.cpp: Continue writing PushRectOutline
59:13Run the game and find that we cannot see the outline
59:13Run the game and find that we cannot see the outline
59:13Run the game and find that we cannot see the outline
59:26handmade.cpp: Increase the thickness of PushRectOutline
59:26handmade.cpp: Increase the thickness of PushRectOutline
59:26handmade.cpp: Increase the thickness of PushRectOutline
59:50Run the game and find that we're only drawing one line
59:50Run the game and find that we're only drawing one line
59:50Run the game and find that we're only drawing one line
1:00:07Debugger: Step into PushRectOutline
1:00:07Debugger: Step into PushRectOutline
1:00:07Debugger: Step into PushRectOutline
1:02:10handmade.cpp: Multiply the Dim by half
1:02:10handmade.cpp: Multiply the Dim by half
1:02:10handmade.cpp: Multiply the Dim by half
1:02:59Run the game and see our correctly drawing outline
1:02:59Run the game and see our correctly drawing outline
1:02:59Run the game and see our correctly drawing outline
1:03:45Q&A
🗩
1:03:45Q&A
🗩
1:03:45Q&A
🗩
1:14:46Reminder: Water that you can swim in, maybe with currents too?
1:14:46Reminder: Water that you can swim in, maybe with currents too?
1:14:46Reminder: Water that you can swim in, maybe with currents too?
1:15:30Reminder: Moving platforms the player can stand on
1:15:30Reminder: Moving platforms the player can stand on
1:15:30Reminder: Moving platforms the player can stand on
1:35:42Call it there
🗩
1:35:42Call it there
🗩
1:35:42Call it there
🗩
⏬
Next: 'Handling Traversables in the Collision Loop'
⏬