Handmade Hero»Episode Guide
Resolution-Independent Ground Chunks
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0:54Make sure Ignored are unique names for Miblo
0:54Make sure Ignored are unique names for Miblo
0:54Make sure Ignored are unique names for Miblo
2:17Pull the debug camera back a little further
2:17Pull the debug camera back a little further
2:17Pull the debug camera back a little further
4:09Up our tree count
4:09Up our tree count
4:09Up our tree count
4:32Start making the game very slowα
4:32Start making the game very slowα
4:32Start making the game very slowα
5:41Check out all the trees and forecast today's work
5:41Check out all the trees and forecast today's work
5:41Check out all the trees and forecast today's work
9:10Look at the ground
9:10Look at the ground
9:10Look at the ground
11:20Re-enable this GroundBuffer routine
11:20Re-enable this GroundBuffer routine
11:20Re-enable this GroundBuffer routine
12:26Give PushBitmap a scale, take a look and note that the Basis isn't being cleared
12:26Give PushBitmap a scale, take a look and note that the Basis isn't being cleared
12:26Give PushBitmap a scale, take a look and note that the Basis isn't being cleared
13:33Change the Basis back to the Default
13:33Change the Basis back to the Default
13:33Change the Basis back to the Default
15:05#if 0 the GroundBuffer routine and add visualisation for the places where GroundChunks are being rendered
15:05#if 0 the GroundBuffer routine and add visualisation for the places where GroundChunks are being rendered
15:05#if 0 the GroundBuffer routine and add visualisation for the places where GroundChunks are being rendered
17:07See those places and note that it's never updating where the GroundChunks are
17:07See those places and note that it's never updating where the GroundChunks are
17:07See those places and note that it's never updating where the GroundChunks are
17:55Fix that update and take a walk through the world
17:55Fix that update and take a walk through the world
17:55Fix that update and take a walk through the world
19:28Figure out why we're not getting anything in the bitmap
19:28Figure out why we're not getting anything in the bitmap
19:28Figure out why we're not getting anything in the bitmap
21:36Get the outlines drawing in the right place
21:36Get the outlines drawing in the right place
21:36Get the outlines drawing in the right place
23:38Get FillGroundChunk working
23:38Get FillGroundChunk working
23:38Get FillGroundChunk working
26:59Give DEBUGLoadBMP the ability to let us ask for the default alignment
26:59Give DEBUGLoadBMP the ability to let us ask for the default alignment
26:59Give DEBUGLoadBMP the ability to let us ask for the default alignment
29:38Continue working on FillGroundChunk
29:38Continue working on FillGroundChunk
29:38Continue working on FillGroundChunk
31:15See if that produces anything more usable for us
31:15See if that produces anything more usable for us
31:15See if that produces anything more usable for us
33:11Verify that the problem is in the Bitmap
33:11Verify that the problem is in the Bitmap
33:11Verify that the problem is in the Bitmap
33:47Try and step into FillGroundChunk
33:47Try and step into FillGroundChunk
33:47Try and step into FillGroundChunk
34:58Moment of realisation: Visual Studio is too dumb to set that breakpoint when building in -O2
34:58Moment of realisation: Visual Studio is too dumb to set that breakpoint when building in -O2
34:58Moment of realisation: Visual Studio is too dumb to set that breakpoint when building in -O2
36:19Initialise Buffer->WidthOverHeight
36:19Initialise Buffer->WidthOverHeight
36:19Initialise Buffer->WidthOverHeight
37:42Look at that frame rate
37:42Look at that frame rate
37:42Look at that frame rate
43:13Only render ground layers that are close to the camera
43:13Only render ground layers that are close to the camera
43:13Only render ground layers that are close to the camera
45:54Consider optimising some of the renderer
45:54Consider optimising some of the renderer
45:54Consider optimising some of the renderer
49:20Q&A
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49:20Q&A
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49:20Q&A
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49:47stelar7 There are 15 mins left of the stream, since you went over in the prestream
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49:47stelar7 There are 15 mins left of the stream, since you went over in the prestream
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49:47stelar7 There are 15 mins left of the stream, since you went over in the prestream
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50:22d7samurai No stream tomorrow, right?
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50:22d7samurai No stream tomorrow, right?
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50:22d7samurai No stream tomorrow, right?
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50:26grumpygiant256 How are you going to handle the ground chunks on the further layers which disappear while still on-screen? Will you need to expand the visibility range based on layer distance?
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50:26grumpygiant256 How are you going to handle the ground chunks on the further layers which disappear while still on-screen? Will you need to expand the visibility range based on layer distance?
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50:26grumpygiant256 How are you going to handle the ground chunks on the further layers which disappear while still on-screen? Will you need to expand the visibility range based on layer distance?
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52:16ttbjm Some elements in the ground are being repeated now for some reason
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52:16ttbjm Some elements in the ground are being repeated now for some reason
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52:16ttbjm Some elements in the ground are being repeated now for some reason
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52:54corpseloleu I'm afraid of using sorting and stuff when making games 'cause I'm afraid that if I get too many items it will slow down. Or shall I not worry about that?
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52:54corpseloleu I'm afraid of using sorting and stuff when making games 'cause I'm afraid that if I get too many items it will slow down. Or shall I not worry about that?
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52:54corpseloleu I'm afraid of using sorting and stuff when making games 'cause I'm afraid that if I get too many items it will slow down. Or shall I not worry about that?
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54:09miblo I think it'd be cool to see really far down through, for example, floors made of glass / ice
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54:09miblo I think it'd be cool to see really far down through, for example, floors made of glass / ice
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54:09miblo I think it'd be cool to see really far down through, for example, floors made of glass / ice
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55:04ifingerbangedurcat Will the memory footprint keep getting bigger? There's so much raw pixel data being stored right now, is this a concern at all, will we be compressing data to save ram? I imagine not, but it still feels like we're using too much memory for just a 2D game. Correct me if and because I'm wrong
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55:04ifingerbangedurcat Will the memory footprint keep getting bigger? There's so much raw pixel data being stored right now, is this a concern at all, will we be compressing data to save ram? I imagine not, but it still feels like we're using too much memory for just a 2D game. Correct me if and because I'm wrong
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55:04ifingerbangedurcat Will the memory footprint keep getting bigger? There's so much raw pixel data being stored right now, is this a concern at all, will we be compressing data to save ram? I imagine not, but it still feels like we're using too much memory for just a 2D game. Correct me if and because I'm wrong
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58:01waterlimon Are the ground chunks stored in some data structure (e.g. hash map or grid) or are they recalculated each frame (I was wondering, because ground chunk knows its position, but wouldn't that be implicit in its position in the data structure)?
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58:01waterlimon Are the ground chunks stored in some data structure (e.g. hash map or grid) or are they recalculated each frame (I was wondering, because ground chunk knows its position, but wouldn't that be implicit in its position in the data structure)?
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58:01waterlimon Are the ground chunks stored in some data structure (e.g. hash map or grid) or are they recalculated each frame (I was wondering, because ground chunk knows its position, but wouldn't that be implicit in its position in the data structure)?
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58:39ttbjm There was horizontal repetition of some splats but not all of them
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58:39ttbjm There was horizontal repetition of some splats but not all of them
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58:39ttbjm There was horizontal repetition of some splats but not all of them
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59:16insofaras Do you think you are roughly 1/5 of the way through completing the game at this point?
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59:16insofaras Do you think you are roughly 1/5 of the way through completing the game at this point?
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59:16insofaras Do you think you are roughly 1/5 of the way through completing the game at this point?
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1:01:04robrobby hen all RAM (even on GPU) is used, when the game is put into background (switching a short time to another application) all the memory has to be swapped in and out, right, even to the GPU? Or what strategy is used to prevent swapping in and out of big memory chunks?
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1:01:04robrobby hen all RAM (even on GPU) is used, when the game is put into background (switching a short time to another application) all the memory has to be swapped in and out, right, even to the GPU? Or what strategy is used to prevent swapping in and out of big memory chunks?
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1:01:04robrobby hen all RAM (even on GPU) is used, when the game is put into background (switching a short time to another application) all the memory has to be swapped in and out, right, even to the GPU? Or what strategy is used to prevent swapping in and out of big memory chunks?
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1:02:25garlandobloom Q: Are we rotating and scaling the splats on the ground chunks to get the maximum variability?
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1:02:25garlandobloom Q: Are we rotating and scaling the splats on the ground chunks to get the maximum variability?
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1:02:25garlandobloom Q: Are we rotating and scaling the splats on the ground chunks to get the maximum variability?
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1:03:09soysaucethekid I noticed the hero's head would clip through the trees (i.e. trees on the top part of the room) on occasion and then it would fix itself. What's causing that?
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1:03:09soysaucethekid I noticed the hero's head would clip through the trees (i.e. trees on the top part of the room) on occasion and then it would fix itself. What's causing that?
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1:03:09soysaucethekid I noticed the hero's head would clip through the trees (i.e. trees on the top part of the room) on occasion and then it would fix itself. What's causing that?
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1:03:55Close this down
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1:03:55Close this down
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1:03:55Close this down
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