Picking Entities with the Mouse
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1:31Recap and set the stage for the day
1:31Recap and set the stage for the day
1:31Recap and set the stage for the day
3:18handmade.cpp: Outline all of the entities
3:18handmade.cpp: Outline all of the entities
3:18handmade.cpp: Outline all of the entities
4:45Consider making the renderer work more logically
4:45Consider making the renderer work more logically
4:45Consider making the renderer work more logically
7:04handmade_render_group.cpp: Deprecate Unproject
7:04handmade_render_group.cpp: Deprecate Unproject
7:04handmade_render_group.cpp: Deprecate Unproject
9:05handmade_render_group.cpp: Work CompleteUnproject into a new 3-dimentional Unproject function
9:05handmade_render_group.cpp: Work CompleteUnproject into a new 3-dimentional Unproject function
9:05handmade_render_group.cpp: Work CompleteUnproject into a new 3-dimentional Unproject function
14:06win32_handmade.cpp: Unify our output and input coordinate systems
14:06win32_handmade.cpp: Unify our output and input coordinate systems
14:06win32_handmade.cpp: Unify our output and input coordinate systems
16:54handmade_render_group.cpp: Finish writing Unproject
16:54handmade_render_group.cpp: Finish writing Unproject
16:54handmade_render_group.cpp: Finish writing Unproject
17:41handmade_math.h: Introduce operator-= for vectors
17:41handmade_math.h: Introduce operator-= for vectors
17:41handmade_math.h: Introduce operator-= for vectors
18:19handmade.cpp: Call the new Unproject
18:19handmade.cpp: Call the new Unproject
18:19handmade.cpp: Call the new Unproject
18:50Debugger: Step in and inspect MouseP and PixelsXY
18:50Debugger: Step in and inspect MouseP and PixelsXY
18:50Debugger: Step in and inspect MouseP and PixelsXY
20:03handmade_render_group.cpp: Divide by MetersToPixels
20:03handmade_render_group.cpp: Divide by MetersToPixels
20:03handmade_render_group.cpp: Divide by MetersToPixels
20:16Debugger: Step back in to Unproject
20:16Debugger: Step back in to Unproject
20:16Debugger: Step back in to Unproject
24:29handmade_render_group.cpp: Look at the DistanceToPZ calculation in GetRenderEntityBasisP
24:29handmade_render_group.cpp: Look at the DistanceToPZ calculation in GetRenderEntityBasisP
24:29handmade_render_group.cpp: Look at the DistanceToPZ calculation in GetRenderEntityBasisP
25:22Blackboard: How DistanceToPZ is specified
25:22Blackboard: How DistanceToPZ is specified
25:22Blackboard: How DistanceToPZ is specified
27:54handmade_render_group.cpp: Rename ZMeters to ZMetersFromTargetPlane
27:54handmade_render_group.cpp: Rename ZMeters to ZMetersFromTargetPlane
27:54handmade_render_group.cpp: Rename ZMeters to ZMetersFromTargetPlane
28:29handmade.cpp: Set LocalZ = 3.0f
28:29handmade.cpp: Set LocalZ = 3.0f
28:29handmade.cpp: Set LocalZ = 3.0f
28:43Run the game and set that it now works
28:43Run the game and set that it now works
28:43Run the game and set that it now works
29:30handmade.cpp: Test to see if the MouseP is on the plane of the Entity
29:30handmade.cpp: Test to see if the MouseP is on the plane of the Entity
29:30handmade.cpp: Test to see if the MouseP is on the plane of the Entity
31:57Run the game and note that the scale is a little bit off
31:57Run the game and note that the scale is a little bit off
31:57Run the game and note that the scale is a little bit off
32:18handmade.cpp: Respecify Unproject to not take ZMetersFromTargetPlane
32:18handmade.cpp: Respecify Unproject to not take ZMetersFromTargetPlane
32:18handmade.cpp: Respecify Unproject to not take ZMetersFromTargetPlane
37:32Run the game and see that we're correctly doing that inversion
37:32Run the game and see that we're correctly doing that inversion
37:32Run the game and see that we're correctly doing that inversion
38:17Run the game and test how these outlines work
38:17Run the game and test how these outlines work
38:17Run the game and test how these outlines work
39:16"I guess the Wacom tablet decided to take its own life"α
39:16"I guess the Wacom tablet decided to take its own life"α
39:16"I guess the Wacom tablet decided to take its own life"α
39:28handmade.h: TODO(casey): Real projections with solid concept of project/unproject
39:28handmade.h: TODO(casey): Real projections with solid concept of project/unproject
39:28handmade.h: TODO(casey): Real projections with solid concept of project/unproject
40:11handmade.cpp: Only push the outline when the mouse is over the entity
40:11handmade.cpp: Only push the outline when the mouse is over the entity
40:11handmade.cpp: Only push the outline when the mouse is over the entity
40:44handmade.cpp: Manually provide the ability to introspect the HOT_ELEMENT
40:44handmade.cpp: Manually provide the ability to introspect the HOT_ELEMENT
40:44handmade.cpp: Manually provide the ability to introspect the HOT_ELEMENT
46:32handmade_platform.h: #define all of these new DEBUG macros
46:32handmade_platform.h: #define all of these new DEBUG macros
46:32handmade_platform.h: #define all of these new DEBUG macros
47:34Run the game and see that we're still highlighting but that the debug menu no longer works
47:34Run the game and see that we're still highlighting but that the debug menu no longer works
47:34Run the game and see that we're still highlighting but that the debug menu no longer works
48:55handmade_debug.cpp: Unproject the MouseP
48:55handmade_debug.cpp: Unproject the MouseP
48:55handmade_debug.cpp: Unproject the MouseP
49:56handmade_render_group.cpp: Compute UnprojectXY
49:56handmade_render_group.cpp: Compute UnprojectXY
49:56handmade_render_group.cpp: Compute UnprojectXY
51:13Run the game and see that we have our picking back
51:13Run the game and see that we have our picking back
51:13Run the game and see that we have our picking back
51:51Q&A
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51:51Q&A
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51:51Q&A
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53:15Mr4thDimention I'm a little unclear about what pressure is keeping you from doing the Z math exactly like you would in 3D
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53:15Mr4thDimention I'm a little unclear about what pressure is keeping you from doing the Z math exactly like you would in 3D
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53:15Mr4thDimention I'm a little unclear about what pressure is keeping you from doing the Z math exactly like you would in 3D
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53:28Blackboard: Conceptualising Z
53:28Blackboard: Conceptualising Z
53:28Blackboard: Conceptualising Z
59:45rdwindmill Where are you going to draw the labels for entity properties?
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59:45rdwindmill Where are you going to draw the labels for entity properties?
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59:45rdwindmill Where are you going to draw the labels for entity properties?
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1:00:05Ikkir_Isth Did you decide which 'awesome thing' to do for tomorrow's stream?
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1:00:05Ikkir_Isth Did you decide which 'awesome thing' to do for tomorrow's stream?
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1:00:05Ikkir_Isth Did you decide which 'awesome thing' to do for tomorrow's stream?
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1:00:25ijustwantfood What do you define as a good game design?
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1:00:25ijustwantfood What do you define as a good game design?
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1:00:25ijustwantfood What do you define as a good game design?
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1:00:34garryjohanson Curious if your decision to design your own game engine has more to do with you furthering your own skill level, or do you have reason to not trust the middleware solutions you have seen in the past?
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1:00:34garryjohanson Curious if your decision to design your own game engine has more to do with you furthering your own skill level, or do you have reason to not trust the middleware solutions you have seen in the past?
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1:00:34garryjohanson Curious if your decision to design your own game engine has more to do with you furthering your own skill level, or do you have reason to not trust the middleware solutions you have seen in the past?
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1:04:42ciutchism Did you play Warcraft III at all or any of the mods? I need some help replicating some of the movement mechanics from one of the games and nobody understands me when I describe it. Willing to pay PayPal to whoever can code it. I'm betting it's honestly somewhat simple
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1:04:42ciutchism Did you play Warcraft III at all or any of the mods? I need some help replicating some of the movement mechanics from one of the games and nobody understands me when I describe it. Willing to pay PayPal to whoever can code it. I'm betting it's honestly somewhat simple
🗪
1:04:42ciutchism Did you play Warcraft III at all or any of the mods? I need some help replicating some of the movement mechanics from one of the games and nobody understands me when I describe it. Willing to pay PayPal to whoever can code it. I'm betting it's honestly somewhat simple
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1:05:41StarchyPancakes Would it work to render it in full 3D and rotate all the sprites by 45 degrees (or whatever angle the camera is taking)?
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1:05:41StarchyPancakes Would it work to render it in full 3D and rotate all the sprites by 45 degrees (or whatever angle the camera is taking)?
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1:05:41StarchyPancakes Would it work to render it in full 3D and rotate all the sprites by 45 degrees (or whatever angle the camera is taking)?
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1:07:51rdwindmill I understand the art is drawn in the 3/4 view. Is the camera at an angle or top down?
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1:07:51rdwindmill I understand the art is drawn in the 3/4 view. Is the camera at an angle or top down?
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1:07:51rdwindmill I understand the art is drawn in the 3/4 view. Is the camera at an angle or top down?
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1:10:34graeme7 The 3DS Zelda games do the 3D-at-an-angle for 2D
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1:10:34graeme7 The 3DS Zelda games do the 3D-at-an-angle for 2D
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1:10:34graeme7 The 3DS Zelda games do the 3D-at-an-angle for 2D
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1:11:33garryjohanson So I'm making a full 3D RTS that uses a mouse with a joystick built in so you can adjust where you are looking with the joystick and still use the mouse as a mouse for unit selection. Do you think that is an untenable idea for a product? If you had to buy a new mouse for one game, would you be like "nooo"?
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1:11:33garryjohanson So I'm making a full 3D RTS that uses a mouse with a joystick built in so you can adjust where you are looking with the joystick and still use the mouse as a mouse for unit selection. Do you think that is an untenable idea for a product? If you had to buy a new mouse for one game, would you be like "nooo"?
🗪
1:11:33garryjohanson So I'm making a full 3D RTS that uses a mouse with a joystick built in so you can adjust where you are looking with the joystick and still use the mouse as a mouse for unit selection. Do you think that is an untenable idea for a product? If you had to buy a new mouse for one game, would you be like "nooo"?
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1:12:12abnercoimbre Did you ever end up playing The Mother series? Still on your TODO?
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1:12:12abnercoimbre Did you ever end up playing The Mother series? Still on your TODO?
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1:12:12abnercoimbre Did you ever end up playing The Mother series? Still on your TODO?
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1:12:29rdwindmill I kind of jumped over 100 episodes so I don't understand what the issue was with the debug selector. Was the issue with the hitbox depth only or also the position?
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1:12:29rdwindmill I kind of jumped over 100 episodes so I don't understand what the issue was with the debug selector. Was the issue with the hitbox depth only or also the position?
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1:12:29rdwindmill I kind of jumped over 100 episodes so I don't understand what the issue was with the debug selector. Was the issue with the hitbox depth only or also the position?
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1:14:02Look forward to tomorrow's Devstreamathon1 and consider supporting Hitbox
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1:14:02Look forward to tomorrow's Devstreamathon1 and consider supporting Hitbox
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1:14:02Look forward to tomorrow's Devstreamathon1 and consider supporting Hitbox
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1:15:13actbinary https://restream.io/2
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1:15:13actbinary https://restream.io/2
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1:15:13actbinary https://restream.io/2
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1:15:39SwagKitty69 Why did Jon get banned?
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1:15:39SwagKitty69 Why did Jon get banned?
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1:15:39SwagKitty69 Why did Jon get banned?
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1:17:09Wrap it up
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1:17:09Wrap it up
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1:17:09Wrap it up
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1:18:43Announcement: The speaker list for HandmadeCon 2015 will be announced on Monday3
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1:18:43Announcement: The speaker list for HandmadeCon 2015 will be announced on Monday3
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1:18:43Announcement: The speaker list for HandmadeCon 2015 will be announced on Monday3
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