Handmade Hero»Episode Guide
Hybrid Tile-based Movement
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0:20Recap and set the stage for the day
0:20Recap and set the stage for the day
0:20Recap and set the stage for the day
3:52handmade_sim_region.h and handmade_world_mode.cpp: Disassociate the hero's head and body
3:52handmade_sim_region.h and handmade_world_mode.cpp: Disassociate the hero's head and body
3:52handmade_sim_region.h and handmade_world_mode.cpp: Disassociate the hero's head and body
17:37Run the game and move the head
17:37Run the game and move the head
17:37Run the game and move the head
18:26handmade_world_mode.cpp: Make the body follow the head along the traversable points
18:26handmade_world_mode.cpp: Make the body follow the head along the traversable points
18:26handmade_world_mode.cpp: Make the body follow the head along the traversable points
28:45handmade_sim_region.cpp: Introduce GetSimSpaceTraversable
28:45handmade_sim_region.cpp: Introduce GetSimSpaceTraversable
28:45handmade_sim_region.cpp: Introduce GetSimSpaceTraversable
32:02Run the game and see the body following the head
32:02Run the game and see the body following the head
32:02Run the game and see the body following the head
34:06handmade.cpp: Start up directly into the game, rather than the cutscene
34:06handmade.cpp: Start up directly into the game, rather than the cutscene
34:06handmade.cpp: Start up directly into the game, rather than the cutscene
36:02Debugger: Jump into PlayWorld and investigate what's going on
36:02Debugger: Jump into PlayWorld and investigate what's going on
36:02Debugger: Jump into PlayWorld and investigate what's going on
41:46"That's just super accidental"α
41:46"That's just super accidental"α
41:46"That's just super accidental"α
42:45handmade_world_mode.cpp: Set WorldMode in PlayWorld
42:45handmade_world_mode.cpp: Set WorldMode in PlayWorld
42:45handmade_world_mode.cpp: Set WorldMode in PlayWorld
44:34handmade.cpp: Force the start button to be pressed
44:34handmade.cpp: Force the start button to be pressed
44:34handmade.cpp: Force the start button to be pressed
47:02Run the game and arrive directly at the game
47:02Run the game and arrive directly at the game
47:02Run the game and arrive directly at the game
48:43win32_handmade.cpp: Correct the GameUpdateHz computation
48:43win32_handmade.cpp: Correct the GameUpdateHz computation
48:43win32_handmade.cpp: Correct the GameUpdateHz computation
49:59Run the game and move at the more correct speed
49:59Run the game and move at the more correct speed
49:59Run the game and move at the more correct speed
51:12handmade_world_mode.cpp: Make the body accelerate towards the traversable points
51:12handmade_world_mode.cpp: Make the body accelerate towards the traversable points
51:12handmade_world_mode.cpp: Make the body accelerate towards the traversable points
57:05Run the game and see the body accelerate towards the head
57:05Run the game and see the body accelerate towards the head
57:05Run the game and see the body accelerate towards the head
59:38"My body will track me, but it will never come to rest"β
59:38"My body will track me, but it will never come to rest"β
59:38"My body will track me, but it will never come to rest"β
1:00:10"I want the head to snap back to the body when you stop pushing"γ
1:00:10"I want the head to snap back to the body when you stop pushing"γ
1:00:10"I want the head to snap back to the body when you stop pushing"γ
1:00:29Q&A
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1:00:29Q&A
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1:00:29Q&A
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1:00:58yoonfan When I write event-driven code, I am often forced to use dynamic memory allocation to preserve some state until it is needed by the callback. How do you deal with those situations?
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1:00:58yoonfan When I write event-driven code, I am often forced to use dynamic memory allocation to preserve some state until it is needed by the callback. How do you deal with those situations?
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1:00:58yoonfan When I write event-driven code, I am often forced to use dynamic memory allocation to preserve some state until it is needed by the callback. How do you deal with those situations?
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1:03:35robrobby Would the Handmade debug view enable viewing structs like world mode?
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1:03:35robrobby Would the Handmade debug view enable viewing structs like world mode?
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1:03:35robrobby Would the Handmade debug view enable viewing structs like world mode?
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1:03:58longboolean When moving diagonally, will it be clear to the player which way the body will go to get to the diagonal entity? Right now it seems kind of random
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1:03:58longboolean When moving diagonally, will it be clear to the player which way the body will go to get to the diagonal entity? Right now it seems kind of random
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1:03:58longboolean When moving diagonally, will it be clear to the player which way the body will go to get to the diagonal entity? Right now it seems kind of random
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1:05:55handmade_world_mode.cpp: Introduce DesiredDirection in order to make the body move more directly to the head
1:05:55handmade_world_mode.cpp: Introduce DesiredDirection in order to make the body move more directly to the head
1:05:55handmade_world_mode.cpp: Introduce DesiredDirection in order to make the body move more directly to the head
1:07:28handmade_math.h: Introduce NOZ (Normalize or Zero)
1:07:28handmade_math.h: Introduce NOZ (Normalize or Zero)
1:07:28handmade_math.h: Introduce NOZ (Normalize or Zero)
1:12:14Run the game and try out our new movement
1:12:14Run the game and try out our new movement
1:12:14Run the game and try out our new movement
1:12:37handmade_world_mode.cpp: Conditionally set the closest point
1:12:37handmade_world_mode.cpp: Conditionally set the closest point
1:12:37handmade_world_mode.cpp: Conditionally set the closest point
1:14:03Run the game and see the body stopping more close to the points
1:14:03Run the game and see the body stopping more close to the points
1:14:03Run the game and see the body stopping more close to the points
1:15:21handmade_world_mode.cpp: Revert to the original movement
1:15:21handmade_world_mode.cpp: Revert to the original movement
1:15:21handmade_world_mode.cpp: Revert to the original movement
1:16:43chronaldragon This may just be an illusion but it looks like the body is snapping to the corner of tiles. Usually in tile-based games, entities occupy the center of a tile. Is this intentional?
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1:16:43chronaldragon This may just be an illusion but it looks like the body is snapping to the corner of tiles. Usually in tile-based games, entities occupy the center of a tile. Is this intentional?
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1:16:43chronaldragon This may just be an illusion but it looks like the body is snapping to the corner of tiles. Usually in tile-based games, entities occupy the center of a tile. Is this intentional?
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1:17:22handmade_world_mode.cpp: Make MakeSimpleFloorCollision draw the tiles
1:17:22handmade_world_mode.cpp: Make MakeSimpleFloorCollision draw the tiles
1:17:22handmade_world_mode.cpp: Make MakeSimpleFloorCollision draw the tiles
1:18:01Run the game, see the tiles and move around on them
1:18:01Run the game, see the tiles and move around on them
1:18:01Run the game, see the tiles and move around on them
1:18:40chronaldragon At the end of Q&A, can you announce a reminder that the forums are going down shortly?
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1:18:40chronaldragon At the end of Q&A, can you announce a reminder that the forums are going down shortly?
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1:18:40chronaldragon At the end of Q&A, can you announce a reminder that the forums are going down shortly?
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1:18:54handmade_world_mode.cpp: #if 0 that tile drawing
1:18:54handmade_world_mode.cpp: #if 0 that tile drawing
1:18:54handmade_world_mode.cpp: #if 0 that tile drawing
1:19:08Close up shop
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1:19:08Close up shop
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1:19:08Close up shop
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1:20:05Announce that the Handmade Hero forums will be going down very soon while Handmade Network launches1
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1:20:05Announce that the Handmade Hero forums will be going down very soon while Handmade Network launches1
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1:20:05Announce that the Handmade Hero forums will be going down very soon while Handmade Network launches1
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