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Three possible subjects for today's stream
Let's do particle systems!
Introduction to particle systems (blackboard)
Particle systems are used to represent objects with no specific shape
Emitters and particle behavior
On the shape of particles
Overview of simple particle system implementation
The particle struct
Writing the particle system test loop
Rendering and then simulating VS simulating and then rendering
Inspecting the simulation and drawing of the particle system
Drawing particles using the shadow asset
The hero is now the emitter
Introducing randomness into the velocities of particles
Using a new random series just for effects
Tweaking the velocities
Fun selecting different sprites
A more explicit way of ramping colors up and down
naysayer88 Q: For a while I have felt that interpolating particles in RGB leads to results that are dull and muddy. I have been wanting to try YCrCb or maybe even LAB sometime. I guess you can compensate via splines through RGB but I think you'd be doing a lot of tweaky work all the time to get better results (even though YCrCb is just a linear transformation, I think there's a substantial amount of skew.)
rohit_n Q: Will particle pre-warming be supported?
effect0r Q: When you were messing with the z direction, it seems kind of like a puddle on the ground
garryjohanson Q: Ever messed with using some kind of a stateless system of doing this? Like one function parameterized by another function?
noxy_key Q: Is rain a particle system?
jameswidman Q: I wonder if head particles like this could be used in the game... for example as an effect of magic related to disguises. Like, when you dissolve the disguise of the Superfish
naysayer88 Q: Witness is RGB and probably too late to change, but we don't rely on wowee particles much
thesizik Q: Z still points towards the screen
kknewkles Q: Does anyone ever use layers? Or just Z-sorting?
smellyapples1 Q: At what time does Handmade Hero stream? I saw this on the front page and it seems interesting
naysayer88 Q: Maybe for the Galaga game I will switch to HSV...
devilinar Q: Will these videos help someone learn C and C++ who has absolutely no experience?
hitmanatee Q: Have you, or will you explain how shaders work?
ingenero Q: Will these particles be able to react to things like impacts?
kknewkles Q: How many particles at the moment?
kknewkles Q: How many particles till we see a noticeable slowdown?
shreddersherlock Q: Are you using Emacs outside of Visual Studio or inside of it?
an0nymal Q: When do you plan on implementing a way to adjust the position of the individual particles when the entities move?
cortexoverride Q: What made you pick C++ over C#?
breadthofhair Q: What parameters will you tweak with curves? Scale, position, color, rotation, external forces, etc. Will the curves depend on time only?
mruno_bars Q: How many times have you said "right" in this broadcast?
kknewkles Q: Is your .emacs config open source?
childz Q: Can you explain what procedural level generation is? Are there other types of generation, and if so what are the differences?
garryjohanson Q: What do you think about using Unity as a platform layer and using all your own logic?
kknewkles Q: Why do you pronounce "nightmare" as "night mirror"?
caiustsm Q: Do you have someone making the game assets for you or are they self made?
hitmanatee Q: Will you be making development tools for Handmade hero, like a map editor?
kknewkles Q: (Referring to Q at 1:17:50) I mean is your config *public domain*? Can I give it to someone who'd like to get started with Emacs? I myself preordered ages ago, best 15$ expenditure of my life. NO CONTEST. <3
garryjohanson Q: (Referring to Q at 1:18:54) You can use DLLs. I have done this!! Much using rust, fyi
kknewkles Q: You went from two-k on my name to zero-k. A single one would be appreciated ;D
henco7 Q: I mean the particular flow or direction is now from bottom up. Feels like its not hard to do left to right for example
d7samurai Q: I think it's like GNOOKLES, but with a K sound instead of G