is presently its sole maintainer,
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Recap and set the stage for the day
Design: Room-based camera movement
handmade_world_mode.cpp, handmade_asset.cpp and handmade.cpp: Delete the ground chunks
Run the game and see exactly the same thing
Blackboard: Tile- or cell-based movement and combinatorics
handmade_sim_region.h and handmade_world_mode.cpp: Transform EntityType_Space into EntityType_Floor to respecify the world as being built up rather than carved out
Run the game and see that the floor tiles can be picked
handmade_world_mode.cpp: Draw the tiles
Run the game, see our new floor tiles and consider how to use them
handmade_world_mode.cpp: Conditionally set the Traversable flag based on the tile
Run the game and see the traversable flag in action
handmade_sim_region.h: Introduce sim_entity_traversable_point
Blackboard: Snaky paths
Consider formalising the location of entities
handmade_sim_region.cpp and .h: Remove Gravity, ZSupported and the Traversable code in MoveEntity
handmade_world_mode.cpp: Introduce MakeSimpleFloorCollision
Run the game, continuously move upwards and investigate why
handmade_world_mode.cpp: Stop making space bar trigger the jump
Run the game and stay on the floor
chronaldragon Q: So how will this tile-based movement work? Will you still be able to move freely within a tile, or will the character actually "snap" to a tile?
fyoucon Q: When will we sort out the coordinate system?
friggodin Q: Is it possible to get access to the source code if I lost access to my old email account?
Miblo Q: How about stairwells? Their traversal used to be seamless, as far as I remember. Now that the rooms are locked, how will stairwells work?
theiburley Q: Any plans on changing to Visual Studio Code instead of the full IDE? I believe the full debugger is included
longboolean Q: What are the benefits / trade-offs in having each tile be an entity?
tobeypeters Q: Are you allocating your entities on the heap or stack? Heap, right? Could you even allocate enough stuff on the stack?
btngames Q: Do you foresee complications with the new grid entity floor system and the texture splats given you want a variable height per Traversable entity?
dudeinbasement1 Q: Handle @Rbnelr confusion over atomics
Rbnelr Q: So if modern CPUs usually reorder or merge writes, how do they use memory mapped registers? Can you even bit-bang a serial protocol with it?
longboolean Q: What is the plan with rendering when the hero walks behind a piece of terrain that is on a higher level, and obscures the hero?
jim0_o Q: Will this system fix the collision areas getting stuck in each other if stacked, e.g. two heroes loading at the same position?
Announce that the Handmade Hero forums will be going down this weekend while Handmade Network launches [see Resources]