is presently its sole maintainer,
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Take a look at the state of things, but actually address a typo
Weird stuff can happen when you're using memory directly
Get back to what we were doing, i.e. making seamless ground tiles
Blackboard: How to get seamless tiles in
Loop over tiles in a 3 * 3 grid
Make sure that the Center accurately reflects that we're in a different Chunk area
Blackboard: Center considerations
Change the meaning of Center
View the results in-game and review the code
Correct the computation
See where we're at
Take another look at it and see
Owl of Shame is peeking at us right now because we forgot to use the new Center
We are now seamless across X, but not Y
Turn off the tufts and take a look at what we're doing differently with the Y
Consider the problem and try flipping the Y and X to see which one is done major
What is wrong with our Y-handling?
Our edges are probably lining up in the wrong order
Check and see if that's the case (in-game)
Tuft it back up
Give it a little bit of slop
Force us into a case where we run out of tiles right away
Fill in each EmptyBuffer by reusing old tiles
Keep the Chunk that's furthest from the camera
Find whatever Buffer would be best to replace
Compile and review the code
Let's see, it looks like 16 GroundBuffers is too few
Do the detail splats last
What should we do in 15 minutes?
Make the code-reloading tell us when the code is reloaded
Test the new and improved live code editing
Casey is a little concerned that we're drawing too much...
Shuffle the code
Count how many GroundBuffers fit on the screen
Assess our current situation
jazzy_josh Q: Are the randomly generated floor tiles being cached yet?
freddukes Q: Do you think having things in place like static cast to put more checks, e.g. int to pointer, is useful over standard C-style cast which just ignores all type-checking? Wouldn't a static cast have found that bug at the start of the stream?
QuickliGames Q: Do you think the clumpiness is actually due to splat distance from the centre of the chunks?
cdawzrd Q: Do you know why the trees are wiggling around sometimes?
cezonezor Q: What is causing the lag?
maato_ Q: Are there still places where the background colour shows through the ground tiles?
cmbasckeira Q: Is this Chunk code already prepared for adding holes to the ground?
insofaras Q: Could you make code that ensures a certain frame-rate but uses extra available time to generate the ground textures in the background, maybe generating a low-quality version first to avoid having no texture at all?
Recap, a glimpse into the future and closing remarks