Transient Ground Buffers
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Previous: 'Scrolling Ground Buffer'
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1:18Recap of yesterday's repeating ground texture work
1:18Recap of yesterday's repeating ground texture work
1:18Recap of yesterday's repeating ground texture work
2:18Blackboard: A smarter way to do things
2:18Blackboard: A smarter way to do things
2:18Blackboard: A smarter way to do things
5:19Blackboard: Why don't we just make an array of tiles...?
5:19Blackboard: Why don't we just make an array of tiles...?
5:19Blackboard: Why don't we just make an array of tiles...?
6:40Introduce TransientArena
6:40Introduce TransientArena
6:40Introduce TransientArena
8:38Two memory areas: permanent storage and not-necessarily-permanent storage
8:38Two memory areas: permanent storage and not-necessarily-permanent storage
8:38Two memory areas: permanent storage and not-necessarily-permanent storage
9:40Create that TransientArena
9:40Create that TransientArena
9:40Create that TransientArena
10:21Allocate some space out of the TransientArena for the GroundBuffer
10:21Allocate some space out of the TransientArena for the GroundBuffer
10:21Allocate some space out of the TransientArena for the GroundBuffer
11:47Make space for the array of empty bitmaps
11:47Make space for the array of empty bitmaps
11:47Make space for the array of empty bitmaps
12:33Loop through them and allocate empty buffers
12:33Loop through them and allocate empty buffers
12:33Loop through them and allocate empty buffers
13:54Provide the option to ClearToZero
13:54Provide the option to ClearToZero
13:54Provide the option to ClearToZero
15:16Spec out GroundBufferHeight and GroundBufferWidth
15:16Spec out GroundBufferHeight and GroundBufferWidth
15:16Spec out GroundBufferHeight and GroundBufferWidth
16:51Put GroundBuffer into a loop
16:51Put GroundBuffer into a loop
16:51Put GroundBuffer into a loop
17:51How is the Bitmap aligned in the world?
17:51How is the Bitmap aligned in the world?
17:51How is the Bitmap aligned in the world?
18:57Find where the GroundBuffer is relative to the Camera
18:57Find where the GroundBuffer is relative to the Camera
18:57Find where the GroundBuffer is relative to the Camera
20:50Make sure that we're not drawing a GroundBuffer here if it isn't valid
20:50Make sure that we're not drawing a GroundBuffer here if it isn't valid
20:50Make sure that we're not drawing a GroundBuffer here if it isn't valid
21:56Which of our GroundBuffers actually has been getting used?
21:56Which of our GroundBuffers actually has been getting used?
21:56Which of our GroundBuffers actually has been getting used?
23:03Blackboard: Least Recently Used
23:03Blackboard: Least Recently Used
23:03Blackboard: Least Recently Used
27:11Look at what's in the structure
27:11Look at what's in the structure
27:11Look at what's in the structure
28:50Introduce GroundBitmapTemplate exemplar
28:50Introduce GroundBitmapTemplate exemplar
28:50Introduce GroundBitmapTemplate exemplar
31:21Limitations of the automatic dll-loading
31:21Limitations of the automatic dll-loading
31:21Limitations of the automatic dll-loading
32:26Debug GroundBuffers
32:26Debug GroundBuffers
32:26Debug GroundBuffers
33:35Owl of Shame Moment: There should have been a TODO about making the TransientArena do something real
33:35Owl of Shame Moment: There should have been a TODO about making the TransientArena do something real
33:35Owl of Shame Moment: There should have been a TODO about making the TransientArena do something real
34:22Blackboard: Memory partitioning schemes
34:22Blackboard: Memory partitioning schemes
34:22Blackboard: Memory partitioning schemes
38:56Introduce some way for us to use the memory in the TransientArena effectively
38:56Introduce some way for us to use the memory in the TransientArena effectively
38:56Introduce some way for us to use the memory in the TransientArena effectively
40:33Introduce transient_state
40:33Introduce transient_state
40:33Introduce transient_state
41:12Blackboard: What's in our stack?
41:12Blackboard: What's in our stack?
41:12Blackboard: What's in our stack?
42:27Transient initialization
42:27Transient initialization
42:27Transient initialization
46:47Pass the TransientArena to SimRegion
46:47Pass the TransientArena to SimRegion
46:47Pass the TransientArena to SimRegion
47:12Blackboard: Bungee back to the base line that was just after the GroundBuffer
47:12Blackboard: Bungee back to the base line that was just after the GroundBuffer
47:12Blackboard: Bungee back to the base line that was just after the GroundBuffer
47:49Let the Arenas do pushes and pops
47:49Let the Arenas do pushes and pops
47:49Let the Arenas do pushes and pops
48:09Insurance policy
48:09Insurance policy
48:09Insurance policy
48:35Implement the bungee and additional security
48:35Implement the bungee and additional security
48:35Implement the bungee and additional security
53:13Step through the code
53:13Step through the code
53:13Step through the code
54:54FillGroundChunk
54:54FillGroundChunk
54:54FillGroundChunk
58:00View the results in-game
58:00View the results in-game
58:00View the results in-game
59:11Q&A
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59:11Q&A
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59:11Q&A
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59:51Q: Could you explain what pop and push are, and how they work?
59:51Q: Could you explain what pop and push are, and how they work?
59:51Q: Could you explain what pop and push are, and how they work?
1:01:29Blackboard: Memory is a big line!
1:01:29Blackboard: Memory is a big line!
1:01:29Blackboard: Memory is a big line!
1:10:49Q: How will the ground texture chunking handle adjacent rooms with different types of ground?
1:10:49Q: How will the ground texture chunking handle adjacent rooms with different types of ground?
1:10:49Q: How will the ground texture chunking handle adjacent rooms with different types of ground?
1:13:29Closing remarks
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1:13:29Closing remarks
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1:13:29Closing remarks
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Next: 'Aligning Ground Buffers to World Chunks'
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