Handmade Hero»Episode Guide
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2:22Z is kind of up in the airα
2:22Z is kind of up in the airα
2:22Z is kind of up in the airα
4:06Recap where we left off last week
4:06Recap where we left off last week
4:06Recap where we left off last week
6:53Take a look at handmade_render_group.h
6:53Take a look at handmade_render_group.h
6:53Take a look at handmade_render_group.h
7:54Toggle off the normal mapping test code
7:54Toggle off the normal mapping test code
7:54Toggle off the normal mapping test code
8:40Toggle on the bitmap rendering
8:40Toggle on the bitmap rendering
8:40Toggle on the bitmap rendering
10:48Toggle off the yellow debug lines
10:48Toggle off the yellow debug lines
10:48Toggle off the yellow debug lines
12:53Define a couple of things in handmade_render_group.h
12:53Define a couple of things in handmade_render_group.h
12:53Define a couple of things in handmade_render_group.h
17:38Reach back into our memories to the time we were working on ResizeDIBSection
17:38Reach back into our memories to the time we were working on ResizeDIBSection
17:38Reach back into our memories to the time we were working on ResizeDIBSection
19:08Flip the sign of Buffer->Height
19:08Flip the sign of Buffer->Height
19:08Flip the sign of Buffer->Height
20:19Walk through the functions in handmade_render_group.cpp
20:19Walk through the functions in handmade_render_group.cpp
20:19Walk through the functions in handmade_render_group.cpp
23:57Arrive at GetRenderEntityBasisP and change it to handle X and Y symmetrically
23:57Arrive at GetRenderEntityBasisP and change it to handle X and Y symmetrically
23:57Arrive at GetRenderEntityBasisP and change it to handle X and Y symmetrically
25:22Introduce TODO(casey): ZHANDLING
25:22Introduce TODO(casey): ZHANDLING
25:22Introduce TODO(casey): ZHANDLING
26:10Continue walking through the functions and remove any instances of Y negation
26:10Continue walking through the functions and remove any instances of Y negation
26:10Continue walking through the functions and remove any instances of Y negation
27:07Take a look at how Align is computed at asset loading time and introduce SetTopDownAlign
27:07Take a look at how Align is computed at asset loading time and introduce SetTopDownAlign
27:07Take a look at how Align is computed at asset loading time and introduce SetTopDownAlign
29:58Blackboard: Flipping the Bitmap alignment
29:58Blackboard: Flipping the Bitmap alignment
29:58Blackboard: Flipping the Bitmap alignment
31:15Write SetTopDownAlign
31:15Write SetTopDownAlign
31:15Write SetTopDownAlign
33:02Pop back over to handmade_render_group.cpp
33:02Pop back over to handmade_render_group.cpp
33:02Pop back over to handmade_render_group.cpp
33:46Check it out in-game
33:46Check it out in-game
33:46Check it out in-game
34:16Load the bitmaps bottom-up
34:16Load the bitmaps bottom-up
34:16Load the bitmaps bottom-up
36:18Check it out in-game
36:18Check it out in-game
36:18Check it out in-game
37:13Fix the jump direction
37:13Fix the jump direction
37:13Fix the jump direction
39:20Fix the bitmap alignments (for now)
39:20Fix the bitmap alignments (for now)
39:20Fix the bitmap alignments (for now)
41:49We are back to parity
41:49We are back to parity
41:49We are back to parity
43:06Take a look at the GroundBuffer sorting
43:06Take a look at the GroundBuffer sorting
43:06Take a look at the GroundBuffer sorting
46:07Flip the sign of ChunkOffsetY in FillGroundChunk
46:07Flip the sign of ChunkOffsetY in FillGroundChunk
46:07Flip the sign of ChunkOffsetY in FillGroundChunk
46:31On the importance of focusing on whatever it is that you're focusing on, and to know when to stop and correct things
46:31On the importance of focusing on whatever it is that you're focusing on, and to know when to stop and correct things
46:31On the importance of focusing on whatever it is that you're focusing on, and to know when to stop and correct things
48:27Casey thinks we're in good shape there
48:27Casey thinks we're in good shape there
48:27Casey thinks we're in good shape there
49:07Q&A
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49:07Q&A
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49:07Q&A
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50:51chronaldragon Q: Has this work fixed the normal map issue or will we need to address that specifically?
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50:51chronaldragon Q: Has this work fixed the normal map issue or will we need to address that specifically?
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50:51chronaldragon Q: Has this work fixed the normal map issue or will we need to address that specifically?
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51:46tloch14 Do you think that making the Y component to be bottom-up will also help make sense of game mechanics like gravity?
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51:46tloch14 Do you think that making the Y component to be bottom-up will also help make sense of game mechanics like gravity?
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51:46tloch14 Do you think that making the Y component to be bottom-up will also help make sense of game mechanics like gravity?
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52:34glasses_boy Will we be implementing a matrix/affine transform in order to handle changes to coordinate systems?
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52:34glasses_boy Will we be implementing a matrix/affine transform in order to handle changes to coordinate systems?
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52:34glasses_boy Will we be implementing a matrix/affine transform in order to handle changes to coordinate systems?
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53:01Blackboard: Multiplying an incoming vector by a matrix
53:01Blackboard: Multiplying an incoming vector by a matrix
53:01Blackboard: Multiplying an incoming vector by a matrix
58:25Blackboard: The homogeneous matrixβ
58:25Blackboard: The homogeneous matrixβ
58:25Blackboard: The homogeneous matrixβ
1:01:40pseudonym73 The mods had a lot of work to do today, just so you know
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1:01:40pseudonym73 The mods had a lot of work to do today, just so you know
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1:01:40pseudonym73 The mods had a lot of work to do today, just so you know
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1:02:05stiegosaurus Casey, maybe I missed it, but when will the Z ordering be done to visually correct sprites in front and behind the character?
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1:02:05stiegosaurus Casey, maybe I missed it, but when will the Z ordering be done to visually correct sprites in front and behind the character?
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1:02:05stiegosaurus Casey, maybe I missed it, but when will the Z ordering be done to visually correct sprites in front and behind the character?
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1:02:41pseudonym73 It's more correct to call that the "translation part". The entire upper part is affine
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1:02:41pseudonym73 It's more correct to call that the "translation part". The entire upper part is affine
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1:02:41pseudonym73 It's more correct to call that the "translation part". The entire upper part is affine
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1:05:17chochmah When you exit the program, Visual Studio says that there are about 8 threads terminated. Is there more than one thread in Handmade Hero right now?
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1:05:17chochmah When you exit the program, Visual Studio says that there are about 8 threads terminated. Is there more than one thread in Handmade Hero right now?
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1:05:17chochmah When you exit the program, Visual Studio says that there are about 8 threads terminated. Is there more than one thread in Handmade Hero right now?
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1:07:15cubercaleb Would it be possible to have the renderer set up so the world curves back as you move along the Y-axis?
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1:07:15cubercaleb Would it be possible to have the renderer set up so the world curves back as you move along the Y-axis?
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1:07:15cubercaleb Would it be possible to have the renderer set up so the world curves back as you move along the Y-axis?
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1:10:44Go ahead and end
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1:10:44Go ahead and end
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1:10:44Go ahead and end
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