is presently its sole maintainer,
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Plans for today
Looking back at what was achieved yesterday
Taking a detour to fix the zooming in a shot of the opening cut-scene
Restating how the mode switching should work
Final tweaks to the zooming
Adding input handling to the cut-scene and title-screen game modes
Adding a loop to the game mode dispatch, to allow updating/rendering to be re-ran immediately by the new mode, if a mode switch occurs
Moving original input handling code into the world game mode
Fixing resulting compile errors and header file include order
Making the world game mode switch back to the cut-scene mode when no heroes exist
Debugging the new code
Thinking about how the new mode switching code might interact with multi-threading
Changing how the world is initialized
Debugging why the world doesn't appear to fit in the arena
Fixing the world game mode immediately exiting back to the cut-scene
Running the game. It can now enter the game mode but there are still a few bugs remaining
Fixing inability to move by re-enabling code that was #if 0'd yesterday
Fixing the lack of camera following by making sure the arena is zero-initialized
Running the game again with the bugs fixed
Commenting on the previously mentioned potential threading issues with the mode switching
Implementing a basic version of the title-screen
Testing the title-screen code
Quickly debugging and fixing a cut-scene crash related to mode switching
Game running with all 3 game modes working as intended
SoysauceTheKid Q: Could you leverage your debug code when trying to find the right values you want for the intro cutscene in realtime instead of recompiling?
garlandobloom Q: Add some credits and boom! We're done!
Danyguag Q: How do you terminate or end each thread at the end?
ThisisAtticus Q: What are your thoughts on twitch asking you to switch labels to creative?
Fyoucon Q: Will we be reimplementing the profiler?
Danyguag Q: The end of the executable
ijustwantfood Q: Could you re-explain why you couldn't move the hero after cutscenes for a while?
Novynn Q: If someone wants to run your game in fullscreen but at a different resolution than native, how would they change it? You've said before you don't like menus, so would you use a launcher instead or something for those options?
insofaras Q: Could you do some resolution detection at startup to avoid starting at a broken resolution?
m1el Q: You say "normal person" as if tech savvy people is something awful.
Talking more about resolution / 4K
SteelGolem Q: Do you generally do cutscene code before gameplay code when you're working on a game?
elxenoaizd Q: Are we in a point where we're close to have to need to implement mixins?
pragmascrypt Q: Will c++17 modules solve the #include dependency problem?
Wrap up, episode guide info