Handmade Hero»Episode Guide
Push-time Transforms
?
?

Keyboard Navigation

Global Keys

[, < / ], > Jump to previous / next episode
W, K, P / S, J, N Jump to previous / next marker
t / T Toggle theatre / SUPERtheatre mode
V Revert filter to original state Y Select link (requires manual Ctrl-c)

Menu toggling

q Quotes r References f Filter y Link c Credits

In-Menu Movement

a
w
s
d
h j k l


Quotes and References Menus

Enter Jump to timecode

Quotes, References and Credits Menus

o Open URL (in new tab)

Filter Menu

x, Space Toggle category and focus next
X, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus

Filter and Link Menus

z Toggle filter / linking mode

Credits Menu

Enter Open URL (in new tab)
0:01:13Opening things up
0:01:13Opening things up
0:01:13Opening things up
0:02:38Blackboard: Aligning to cache lines
0:02:38Blackboard: Aligning to cache lines
0:02:38Blackboard: Aligning to cache lines
10:01Renderer TODOs
10:01Renderer TODOs
10:01Renderer TODOs
0:13:09Today's work: loose ends
0:13:09Today's work: loose ends
0:13:09Today's work: loose ends
16:09Taking a look at coordinate systems
16:09Taking a look at coordinate systems
16:09Taking a look at coordinate systems
17:07Revisiting the basis transform
17:07Revisiting the basis transform
17:07Revisiting the basis transform
0:20:00Splitting up the update/render
0:20:00Splitting up the update/render
0:20:00Splitting up the update/render
0:22:42Doing the basis transform on demand
0:22:42Doing the basis transform on demand
0:22:42Doing the basis transform on demand
0:29:33Getting rid of the EntityBasis
0:29:33Getting rid of the EntityBasis
0:29:33Getting rid of the EntityBasis
0:35:24Initializing the transform
0:35:24Initializing the transform
0:35:24Initializing the transform
0:39:53Translating the calls
0:39:53Translating the calls
0:39:53Translating the calls
0:49:51Finishing up code changes
0:49:51Finishing up code changes
0:49:51Finishing up code changes
0:53:45Testing the changes
0:53:45Testing the changes
0:53:45Testing the changes
0:54:47Making render transforms work in debug
0:54:47Making render transforms work in debug
0:54:47Making render transforms work in debug
0:56:25Musings on the engine so far
0:56:25Musings on the engine so far
0:56:25Musings on the engine so far
0:57:51Q&A
🗩
0:57:51Q&A
🗩
0:57:51Q&A
🗩
0:59:05vellyx Everything works the first time because you think out loud.
🗪
0:59:05vellyx Everything works the first time because you think out loud.
🗪
0:59:05vellyx Everything works the first time because you think out loud.
🗪
0:59:51gasto5 Does the yellow part represent the loaded bitmaps?
🗪
0:59:51gasto5 Does the yellow part represent the loaded bitmaps?
🗪
0:59:51gasto5 Does the yellow part represent the loaded bitmaps?
🗪
1:02:20mojobojo What does it mean to invalidate cache?
🗪
1:02:20mojobojo What does it mean to invalidate cache?
🗪
1:02:20mojobojo What does it mean to invalidate cache?
🗪
1:02:30Blackboard: Cache invalidation
1:02:30Blackboard: Cache invalidation
1:02:30Blackboard: Cache invalidation
1:08:57mr4thdimention Could you summarize what you did tonight? Found it a little hard to follow along.
🗪
1:08:57mr4thdimention Could you summarize what you did tonight? Found it a little hard to follow along.
🗪
1:08:57mr4thdimention Could you summarize what you did tonight? Found it a little hard to follow along.
🗪
1:10:58childz Could you explain what is meant when one says something is done serially?
🗪
1:10:58childz Could you explain what is meant when one says something is done serially?
🗪
1:10:58childz Could you explain what is meant when one says something is done serially?
🗪
1:13:13pseudonym73 I missed a bit of the stream after you removed scale. Didn't you use that for scaling by Z?
🗪
1:13:13pseudonym73 I missed a bit of the stream after you removed scale. Didn't you use that for scaling by Z?
🗪
1:13:13pseudonym73 I missed a bit of the stream after you removed scale. Didn't you use that for scaling by Z?
🗪
1:14:26gasto5 What's happening between staircase passing in the bitmaps? Is it simple scaling based on the Z axis?
🗪
1:14:26gasto5 What's happening between staircase passing in the bitmaps? Is it simple scaling based on the Z axis?
🗪
1:14:26gasto5 What's happening between staircase passing in the bitmaps? Is it simple scaling based on the Z axis?
🗪
1:18:33boomboxbeat How many FPS is this running at?
🗪
1:18:33boomboxbeat How many FPS is this running at?
🗪
1:18:33boomboxbeat How many FPS is this running at?
🗪
1:19:23vellyx To make the 3D appearance of the staircase, would you have to make render technique to draw the walls of the staircase to start from the bottom floor and end at the top floor?
🗪
1:19:23vellyx To make the 3D appearance of the staircase, would you have to make render technique to draw the walls of the staircase to start from the bottom floor and end at the top floor?
🗪
1:19:23vellyx To make the 3D appearance of the staircase, would you have to make render technique to draw the walls of the staircase to start from the bottom floor and end at the top floor?
🗪
1:19:41gasto5 When do you consider consulting other programmers? Where is the threshold?
🗪
1:19:41gasto5 When do you consider consulting other programmers? Where is the threshold?
🗪
1:19:41gasto5 When do you consider consulting other programmers? Where is the threshold?
🗪
1:20:32kemosabe76 What happens if you want to apply different transforms or lighting to different parts of a scene?
🗪
1:20:32kemosabe76 What happens if you want to apply different transforms or lighting to different parts of a scene?
🗪
1:20:32kemosabe76 What happens if you want to apply different transforms or lighting to different parts of a scene?
🗪
1:21:14robrobby What do you expect will be the boost using OpenGL/D3D for blitting?
🗪
1:21:14robrobby What do you expect will be the boost using OpenGL/D3D for blitting?
🗪
1:21:14robrobby What do you expect will be the boost using OpenGL/D3D for blitting?
🗪
1:21:51rasoilo Is there a concept of local space / model space / camera space / clip space in the renderer that is analgous to the kinds of translations in OpenGL/D3D that you would want?
🗪
1:21:51rasoilo Is there a concept of local space / model space / camera space / clip space in the renderer that is analgous to the kinds of translations in OpenGL/D3D that you would want?
🗪
1:21:51rasoilo Is there a concept of local space / model space / camera space / clip space in the renderer that is analgous to the kinds of translations in OpenGL/D3D that you would want?
🗪
1:23:15vaporpowaaa Unrelated to the stream, I found a video where you explain quaternion double cover, but there is no explanation of quaternions. Would you consider doing on in the near future?
🗪
1:23:15vaporpowaaa Unrelated to the stream, I found a video where you explain quaternion double cover, but there is no explanation of quaternions. Would you consider doing on in the near future?
🗪
1:23:15vaporpowaaa Unrelated to the stream, I found a video where you explain quaternion double cover, but there is no explanation of quaternions. Would you consider doing on in the near future?
🗪
1:24:20Finishing it up
🗩
1:24:20Finishing it up
🗩
1:24:20Finishing it up
🗩