is presently its sole maintainer,
You can support him:
Blackboard: Augmenting the collision loop to loop over two types of t value
handmade_sim_region.cpp: Introduce tMax
handmade_sim_region.cpp: Consider how best to modify this routine
handmade_sim_region.cpp: Loop over the Walls to get all of the data taken by TestWall
handmade_sim_region.cpp: Introduce test_wall
Run the game and make sure it's still working
handmade_sim_region.cpp: Embed TestWall directly in the collision loop
Run the game and test the collision
handmade_sim_region.cpp: Test tMax
handmade_sim_region.cpp: Massage the routine
handmade_sim_region.cpp: Implement the tMin vs. tMax logic
handmade_sim_region.cpp: Write the tests for Overlap and EntityFlag_Traversable
Encourage us not to be scared of solving complex problems
handmade_sim_region.cpp: Improve the overlap test
handmade_sim_region.cpp: Introduce EntitiesOverlap for this overlap test
handmade_sim_region.cpp: Make EntitiesOverlap take an Epsilon enlargement region
handmade_sim_region.cpp: Reenable the EntityFlag_Traversable test and use EntitiesOverlap
Run the game and find that we can't get past our tMax
handmade_sim_region.cpp: Move tMin, tMax and HitThis inside the loop
handmade_sim_region.cpp: Rethink the logic of the collision routine
Run the game and find that we're working a little more properly
handmade.cpp: Only create walls in the first room in order to test the new world definition
Run the game and test the collision detection
handmade_sim_region.cpp: Increase the size of the overlap Epsilon
Debugger: Step into the collision routine
handmade_sim_region.cpp: Initialise tMaxTest to our current tMax
Run the game and find that everything seems pretty good, but still a little janky
Set the stage for next week
Consult the TODO list
a_pulsing_mage Q: Can you explain the LengthOf(array) macro, and the sizeof pointers?
ttbjm Q: Will the space entities be used for the collision optimization you were talking about in an earlier stream? o(n^2) stuff
insofaras Q: sizeof(game_input::Controllers) works for me with g++
kknewkles Q: I noticed that you tend to mostly skip over questions past the first question mark. Is it because you just parse that way or the rest tends to be not much interesting?
garlandobloom Q: For things like the projectiles, are we going to extend their bounding boxes in the Z axis so they will always hit enemies that are below them? Or are we going to handle that in screen space somehow?
dmitsuki Q: Do you dislike templates?
samfosteriam Q: How will you handle something like an explosion that affects all things in an area? Then it's not 1 entity colliding with another
flynnspixel Q: What do you think about the new Vulkan API?
Wrap things up