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Recap of yesterday's repeating ground texture work
Blackboard: A smarter way to do things
Blackboard: Why don't we just make an array of tiles...?
Two memory areas: permanent storage and not-necessarily-permanent storage
Create that TransientArena
Allocate some space out of the TransientArena for the GroundBuffer
Make space for the array of empty bitmaps
Loop through them and allocate empty buffers
Provide the option to ClearToZero
Spec out GroundBufferHeight and GroundBufferWidth
Put GroundBuffer into a loop
How is the Bitmap aligned in the world?
Find where the GroundBuffer is relative to the Camera
Make sure that we're not drawing a GroundBuffer here if it isn't valid
Which of our GroundBuffers actually has been getting used?
Blackboard: Least Recently Used
Look at what's in the structure
Introduce GroundBitmapTemplate exemplar
Limitations of the automatic dll-loading
Owl of Shame Moment: There should have been a TODO about making the TransientArena do something real
Blackboard: Memory partitioning schemes
Introduce some way for us to use the memory in the TransientArena effectively
Blackboard: What's in our stack?
Pass the TransientArena to SimRegion
Blackboard: Bungee back to the base line that was just after the GroundBuffer
Let the Arenas do pushes and pops
Implement the bungee and additional security
Step through the code
View the results in-game
@garlandobloom Q: What is the most expired food you have ever eaten?
Q: Could you explain what pop and push are, and how they work?
Blackboard: Memory is a big line!
Q: How will the ground texture chunking handle adjacent rooms with different types of ground?