Typed Asset Arrays
?
?

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
z Toggle filter mode V Revert filter to original state

Menu toggling

q Quotes r References f Filter 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

Credits Menu

Enter Open URL (in new tab)
2:20Recap the creation of handmade_asset.cpp
2:20Recap the creation of handmade_asset.cpp
2:20Recap the creation of handmade_asset.cpp
4:35handmade_asset.cpp: Make the arrayed assets go through the asset system
4:35handmade_asset.cpp: Make the arrayed assets go through the asset system
4:35handmade_asset.cpp: Make the arrayed assets go through the asset system
5:31Provide a stable way to define AlignX and TopDownAlignY with the bitmaps
5:31Provide a stable way to define AlignX and TopDownAlignY with the bitmaps
5:31Provide a stable way to define AlignX and TopDownAlignY with the bitmaps
9:10handmade_asset.cpp: Remove superfluous asset types
9:10handmade_asset.cpp: Remove superfluous asset types
9:10handmade_asset.cpp: Remove superfluous asset types
10:17Debugger: Read out the alignments for the bitmaps
10:17Debugger: Read out the alignments for the bitmaps
10:17Debugger: Read out the alignments for the bitmaps
10:50handmade_asset.cpp: Replace AlignX and TopDownAlignY with AlignPercentage for each asset type
10:50handmade_asset.cpp: Replace AlignX and TopDownAlignY with AlignPercentage for each asset type
10:50handmade_asset.cpp: Replace AlignX and TopDownAlignY with AlignPercentage for each asset type
12:08Remove this DEBUGLoadBMP call and edit an earlier DEBUGLoadBMP call to take into account these changes to AlignPercentage
12:08Remove this DEBUGLoadBMP call and edit an earlier DEBUGLoadBMP call to take into account these changes to AlignPercentage
12:08Remove this DEBUGLoadBMP call and edit an earlier DEBUGLoadBMP call to take into account these changes to AlignPercentage
12:46Get rid of TopDownAlign
12:46Get rid of TopDownAlign
12:46Get rid of TopDownAlign
13:27Run the game
13:27Run the game
13:27Run the game
13:50Consider our current options for cleaning this up while we still don't have a pack file
13:50Consider our current options for cleaning this up while we still don't have a pack file
13:50Consider our current options for cleaning this up while we still don't have a pack file
15:05handmade_asset.h: Change the structure of asset_bitmap_info
15:05handmade_asset.h: Change the structure of asset_bitmap_info
15:05handmade_asset.h: Change the structure of asset_bitmap_info
16:46handmade_asset.cpp: Allocate a ton of bitmaps for testing purposes
16:46handmade_asset.cpp: Allocate a ton of bitmaps for testing purposes
16:46handmade_asset.cpp: Allocate a ton of bitmaps for testing purposes
17:13Introduce DEBUGAddBitmapInfo
17:13Introduce DEBUGAddBitmapInfo
17:13Introduce DEBUGAddBitmapInfo
19:39Create assets dynamically in AllocateGameAssets
19:39Create assets dynamically in AllocateGameAssets
19:39Create assets dynamically in AllocateGameAssets
22:47Pull out BeginAssetType, AddBitmapAsset and EndAssetType into functions
22:47Pull out BeginAssetType, AddBitmapAsset and EndAssetType into functions
22:47Pull out BeginAssetType, AddBitmapAsset and EndAssetType into functions
25:47handmade.h: TODO(casey): Optional "clear" parameter!!!!
25:47handmade.h: TODO(casey): Optional "clear" parameter!!!!
25:47handmade.h: TODO(casey): Optional "clear" parameter!!!!
26:10handmade_asset.cpp: Continue writing these functions
26:10handmade_asset.cpp: Continue writing these functions
26:10handmade_asset.cpp: Continue writing these functions
29:45Debugger: Step through these functions
29:45Debugger: Step through these functions
29:45Debugger: Step through these functions
33:45Run the game
33:45Run the game
33:45Run the game
33:59handmade_asset.cpp: Get the Grass, Tuft and Stone bitmaps using this new system
33:59handmade_asset.cpp: Get the Grass, Tuft and Stone bitmaps using this new system
33:59handmade_asset.cpp: Get the Grass, Tuft and Stone bitmaps using this new system
34:53handmade.cpp: Introduce id-based picking of assets
34:53handmade.cpp: Introduce id-based picking of assets
34:53handmade.cpp: Introduce id-based picking of assets
36:33handmade_asset.cpp: Introduce RandomAssetFrom
36:33handmade_asset.cpp: Introduce RandomAssetFrom
36:33handmade_asset.cpp: Introduce RandomAssetFrom
38:18Run the game
38:18Run the game
38:18Run the game
39:18Debugger: See what the asset tables look like
39:18Debugger: See what the asset tables look like
39:18Debugger: See what the asset tables look like
39:57handmade_asset.cpp: Add the first asset in RandomAssetFrom
39:57handmade_asset.cpp: Add the first asset in RandomAssetFrom
39:57handmade_asset.cpp: Add the first asset in RandomAssetFrom
40:53Run the game and note the absence of trees
40:53Run the game and note the absence of trees
40:53Run the game and note the absence of trees
42:24handmade.cpp: Investigate this absence of trees
42:24handmade.cpp: Investigate this absence of trees
42:24handmade.cpp: Investigate this absence of trees
43:27handmade_asset.cpp: Determine whether LoadBitmap is thread-safe
43:27handmade_asset.cpp: Determine whether LoadBitmap is thread-safe
43:27handmade_asset.cpp: Determine whether LoadBitmap is thread-safe
44:37Use the asset_bitmap_info table
44:37Use the asset_bitmap_info table
44:37Use the asset_bitmap_info table
45:53handmade.cpp: Re-enable PushBitmap
45:53handmade.cpp: Re-enable PushBitmap
45:53handmade.cpp: Re-enable PushBitmap
46:36Debugger: Step through LoadBitmap and RandomAssetFrom
46:36Debugger: Step through LoadBitmap and RandomAssetFrom
46:36Debugger: Step through LoadBitmap and RandomAssetFrom
48:19Inspect the assets
48:19Inspect the assets
48:19Inspect the assets
49:57handmade_asset.cpp: Add the Choice rather than the Count in RandomAssetFrom
49:57handmade_asset.cpp: Add the Choice rather than the Count in RandomAssetFrom
49:57handmade_asset.cpp: Add the Choice rather than the Count in RandomAssetFrom
50:34Run the game and wonder why it was failing
50:34Run the game and wonder why it was failing
50:34Run the game and wonder why it was failing
51:46handmade_asset.cpp: Finish off the asset array set
51:46handmade_asset.cpp: Finish off the asset array set
51:46handmade_asset.cpp: Finish off the asset array set
52:33handmade.cpp: Set Stamp from RandomAssetFrom
52:33handmade.cpp: Set Stamp from RandomAssetFrom
52:33handmade.cpp: Set Stamp from RandomAssetFrom
53:46Run and note the absence of ground chunks
53:46Run and note the absence of ground chunks
53:46Run and note the absence of ground chunks
54:21handmade.cpp: Write the fail case for AllResourcesPresent
54:21handmade.cpp: Write the fail case for AllResourcesPresent
54:21handmade.cpp: Write the fail case for AllResourcesPresent
55:24Debugger: Look through FillGroundChunk
55:24Debugger: Look through FillGroundChunk
55:24Debugger: Look through FillGroundChunk
56:11handmade.cpp: Setup RenderGroup, Buffer and Task near the top of FillGroundChunk
56:11handmade.cpp: Setup RenderGroup, Buffer and Task near the top of FillGroundChunk
56:11handmade.cpp: Setup RenderGroup, Buffer and Task near the top of FillGroundChunk
56:56Run the game and recap today's progress
56:56Run the game and recap today's progress
56:56Run the game and recap today's progress
58:05Q&A
🗩
58:05Q&A
🗩
58:05Q&A
🗩
58:42noxy_key What do you mean when you say to write "usage code first"? Also, is there any special handling of Asset 0? I am unclear on this
🗪
58:42noxy_key What do you mean when you say to write "usage code first"? Also, is there any special handling of Asset 0? I am unclear on this
🗪
58:42noxy_key What do you mean when you say to write "usage code first"? Also, is there any special handling of Asset 0? I am unclear on this
🗪
1:00:45garlandobloom You used some uint32_t in t here instead of uint32
🗪
1:00:45garlandobloom You used some uint32_t in t here instead of uint32
🗪
1:00:45garlandobloom You used some uint32_t in t here instead of uint32
🗪
1:01:41miblo Are you expecting a new batch of art from Yangtian?
🗪
1:01:41miblo Are you expecting a new batch of art from Yangtian?
🗪
1:01:41miblo Are you expecting a new batch of art from Yangtian?
🗪
1:02:01ciastek3214 Are you gonna eventually downgrade the graphics to stir up some controversy and get the game talked about on NeoGAF and Reddit?
🗪
1:02:01ciastek3214 Are you gonna eventually downgrade the graphics to stir up some controversy and get the game talked about on NeoGAF and Reddit?
🗪
1:02:01ciastek3214 Are you gonna eventually downgrade the graphics to stir up some controversy and get the game talked about on NeoGAF and Reddit?
🗪
1:03:12johnicholas What are some example changes to the gameplay that would require changes to the tags?
🗪
1:03:12johnicholas What are some example changes to the gameplay that would require changes to the tags?
🗪
1:03:12johnicholas What are some example changes to the gameplay that would require changes to the tags?
🗪
1:03:53biolumonix What certifications do you have?
🗪
1:03:53biolumonix What certifications do you have?
🗪
1:03:53biolumonix What certifications do you have?
🗪
1:04:24rgseaug77 Do you ever feel sleepy when it's taking you a long time to solve a bug?
🗪
1:04:24rgseaug77 Do you ever feel sleepy when it's taking you a long time to solve a bug?
🗪
1:04:24rgseaug77 Do you ever feel sleepy when it's taking you a long time to solve a bug?
🗪
1:04:41butwhynot1 Are you going to show the asset pipeline tools programming on stream?
🗪
1:04:41butwhynot1 Are you going to show the asset pipeline tools programming on stream?
🗪
1:04:41butwhynot1 Are you going to show the asset pipeline tools programming on stream?
🗪
1:05:32poohshoes I missed the pre-stream. Did you talk about APIs like you said you would on twitter?
🗪
1:05:32poohshoes I missed the pre-stream. Did you talk about APIs like you said you would on twitter?
🗪
1:05:32poohshoes I missed the pre-stream. Did you talk about APIs like you said you would on twitter?
🗪
1:05:51mojobojo What reason is there to use size_t other than int32 or uint32?
🗪
1:05:51mojobojo What reason is there to use size_t other than int32 or uint32?
🗪
1:05:51mojobojo What reason is there to use size_t other than int32 or uint32?
🗪
1:07:00ciastek3214 Do you plan on implementing HTC Vive and Lighthouse support for whatever reason?
🗪
1:07:00ciastek3214 Do you plan on implementing HTC Vive and Lighthouse support for whatever reason?
🗪
1:07:00ciastek3214 Do you plan on implementing HTC Vive and Lighthouse support for whatever reason?
🗪
1:07:32twiebs If the asset pipeline won't be done on stream, will you still release the source for it?
🗪
1:07:32twiebs If the asset pipeline won't be done on stream, will you still release the source for it?
🗪
1:07:32twiebs If the asset pipeline won't be done on stream, will you still release the source for it?
🗪
1:08:43corujanova Will you do a separate isolated session on databases (mentioned yesterday)? I would love to hear your thoughts on that
🗪
1:08:43corujanova Will you do a separate isolated session on databases (mentioned yesterday)? I would love to hear your thoughts on that
🗪
1:08:43corujanova Will you do a separate isolated session on databases (mentioned yesterday)? I would love to hear your thoughts on that
🗪
1:09:12poohshoes Will you talk about APIs now?
🗪
1:09:12poohshoes Will you talk about APIs now?
🗪
1:09:12poohshoes Will you talk about APIs now?
🗪
1:09:30garlandobloom HTC is handing you $500,000: are you doing Vive support now? Hmm? HMMM??
🗪
1:09:30garlandobloom HTC is handing you $500,000: are you doing Vive support now? Hmm? HMMM??
🗪
1:09:30garlandobloom HTC is handing you $500,000: are you doing Vive support now? Hmm? HMMM??
🗪
1:10:49ciastek3214 Will you accept Chromatic Aberration as the best post-processing thing ever conceived?
🗪
1:10:49ciastek3214 Will you accept Chromatic Aberration as the best post-processing thing ever conceived?
🗪
1:10:49ciastek3214 Will you accept Chromatic Aberration as the best post-processing thing ever conceived?
🗪
1:12:51gasto5 Why don't you support DirectInput8 for supporting good old USB controllers, instead of just Xbox360 controllers?
🗪
1:12:51gasto5 Why don't you support DirectInput8 for supporting good old USB controllers, instead of just Xbox360 controllers?
🗪
1:12:51gasto5 Why don't you support DirectInput8 for supporting good old USB controllers, instead of just Xbox360 controllers?
🗪
1:13:36cubercaleb If the people in this chat collectively give you $500K, will you implement VR?
🗪
1:13:36cubercaleb If the people in this chat collectively give you $500K, will you implement VR?
🗪
1:13:36cubercaleb If the people in this chat collectively give you $500K, will you implement VR?
🗪
1:14:07Rant: APIs, with the assistance of Dependency Walker
1:14:07Rant: APIs, with the assistance of Dependency Walker
1:14:07Rant: APIs, with the assistance of Dependency Walker
1:27:45ciastek3214 Seems to me nobody at Microsoft has any idea about why Windows is still even working properly
🗪
1:27:45ciastek3214 Seems to me nobody at Microsoft has any idea about why Windows is still even working properly
🗪
1:27:45ciastek3214 Seems to me nobody at Microsoft has any idea about why Windows is still even working properly
🗪
1:32:23gasto5 Isn't the huge amount of the dependencies an inevitability of complex software like a modern full OS for productivity desktop?
🗪
1:32:23gasto5 Isn't the huge amount of the dependencies an inevitability of complex software like a modern full OS for productivity desktop?
🗪
1:32:23gasto5 Isn't the huge amount of the dependencies an inevitability of complex software like a modern full OS for productivity desktop?
🗪
1:35:33sssmcgrath Do you know that your channel runs ads for an eSports gambling site?
🗪
1:35:33sssmcgrath Do you know that your channel runs ads for an eSports gambling site?
🗪
1:35:33sssmcgrath Do you know that your channel runs ads for an eSports gambling site?
🗪
1:36:29Wrap it up
🗩
1:36:29Wrap it up
🗩
1:36:29Wrap it up
🗩