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0:19Announcement: Handmade Network has launched1
0:19Announcement: Handmade Network has launched1
0:19Announcement: Handmade Network has launched1
5:47Recap and set the stage for the day
5:47Recap and set the stage for the day
5:47Recap and set the stage for the day
12:50Blackboard: Stand and Movement as two separate modes
12:50Blackboard: Stand and Movement as two separate modes
12:50Blackboard: Stand and Movement as two separate modes
14:25Blackboard: Finite State Machines
14:25Blackboard: Finite State Machines
14:25Blackboard: Finite State Machines
18:58handmade_sim_region.h and handmade_world_mode.cpp: Implement the ability to switch between two movement modes
18:58handmade_sim_region.h and handmade_world_mode.cpp: Implement the ability to switch between two movement modes
18:58handmade_sim_region.h and handmade_world_mode.cpp: Implement the ability to switch between two movement modes
23:27"Nobody cares about square root at all anymore"α
23:27"Nobody cares about square root at all anymore"α
23:27"Nobody cares about square root at all anymore"α
27:37Debugger: Step into the movement code and find that we're oscillating between the modes
27:37Debugger: Step into the movement code and find that we're oscillating between the modes
27:37Debugger: Step into the movement code and find that we're oscillating between the modes
28:56Run the game and find that we stop
28:56Run the game and find that we stop
28:56Run the game and find that we stop
29:11Blackboard: Hopping and changing course
29:11Blackboard: Hopping and changing course
29:11Blackboard: Hopping and changing course
34:26Blackboard: Gravity's arc and parabolas
34:26Blackboard: Gravity's arc and parabolas
34:26Blackboard: Gravity's arc and parabolas
37:34"That's... math"β
37:34"That's... math"β
37:34"That's... math"β
38:38handmade_world_mode.cpp: Give the hero a parabolic hop
38:38handmade_world_mode.cpp: Give the hero a parabolic hop
38:38handmade_world_mode.cpp: Give the hero a parabolic hop
44:03Blackboard: An equation to calculate the hop parabola
44:03Blackboard: An equation to calculate the hop parabola
44:03Blackboard: An equation to calculate the hop parabola
53:09handmade_world_mode.cpp: Implement this hopping equation
53:09handmade_world_mode.cpp: Implement this hopping equation
53:09handmade_world_mode.cpp: Implement this hopping equation
55:38Run the game and see the movement with A set to 0
55:38Run the game and see the movement with A set to 0
55:38Run the game and see the movement with A set to 0
56:26handmade_world_mode.cpp: Make the hop parabolic
56:26handmade_world_mode.cpp: Make the hop parabolic
56:26handmade_world_mode.cpp: Make the hop parabolic
57:03Run the game and see the parabolic hop
57:03Run the game and see the parabolic hop
57:03Run the game and see the parabolic hop
58:28A few words on the concept of reducing algorithms down to a smaller set of variables
58:28A few words on the concept of reducing algorithms down to a smaller set of variables
58:28A few words on the concept of reducing algorithms down to a smaller set of variables
59:07Q&A
59:07Q&A
59:07Q&A
59:36chronaldragon No Q&A because xanbot banned hmd_bot
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59:36chronaldragon No Q&A because xanbot banned hmd_bot
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59:36chronaldragon No Q&A because xanbot banned hmd_bot
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1:00:21cubercaleb That hopping looks so cool. Can we see a little more of it?
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1:00:21cubercaleb That hopping looks so cool. Can we see a little more of it?
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1:00:21cubercaleb That hopping looks so cool. Can we see a little more of it?
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1:01:23lazerstalker How did you split the head from the body?
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1:01:23lazerstalker How did you split the head from the body?
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1:01:23lazerstalker How did you split the head from the body?
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1:01:34ingenero How interesting do you think it would be to solve for the "force" and direction required to reach a certain height on each jump? Is it just more work than it's worth for no tangible gain?
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1:01:34ingenero How interesting do you think it would be to solve for the "force" and direction required to reach a certain height on each jump? Is it just more work than it's worth for no tangible gain?
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1:01:34ingenero How interesting do you think it would be to solve for the "force" and direction required to reach a certain height on each jump? Is it just more work than it's worth for no tangible gain?
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1:02:48longboolean I am guessing that both the familiar and enemies will need to move similarly to the hero. Is there much more you need to do to make this work with them?
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1:02:48longboolean I am guessing that both the familiar and enemies will need to move similarly to the hero. Is there much more you need to do to make this work with them?
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1:02:48longboolean I am guessing that both the familiar and enemies will need to move similarly to the hero. Is there much more you need to do to make this work with them?
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1:03:06thegeekpirate Can we clean up the extra head and body on screen, or are they going to be used later on?
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1:03:06thegeekpirate Can we clean up the extra head and body on screen, or are they going to be used later on?
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1:03:06thegeekpirate Can we clean up the extra head and body on screen, or are they going to be used later on?
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1:03:48cubercaleb Why doesn't the head just head just stay on top of the body? Is that a bug?
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1:03:48cubercaleb Why doesn't the head just head just stay on top of the body? Is that a bug?
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1:03:48cubercaleb Why doesn't the head just head just stay on top of the body? Is that a bug?
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1:04:51bardmode When writing in a procedural, I sometimes end up with deeply nested code. Should this be avoided and are there good ways to minimize this?
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1:04:51bardmode When writing in a procedural, I sometimes end up with deeply nested code. Should this be avoided and are there good ways to minimize this?
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1:04:51bardmode When writing in a procedural, I sometimes end up with deeply nested code. Should this be avoided and are there good ways to minimize this?
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1:05:36ingenero This is starting to look a lot like Crypt of the Necrodancer
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1:05:36ingenero This is starting to look a lot like Crypt of the Necrodancer
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1:05:36ingenero This is starting to look a lot like Crypt of the Necrodancer
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1:06:04trattmaster Missed a lot. Are you making an engine for this game or is that stuff just there purely for you / us right now?
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1:06:04trattmaster Missed a lot. Are you making an engine for this game or is that stuff just there purely for you / us right now?
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1:06:04trattmaster Missed a lot. Are you making an engine for this game or is that stuff just there purely for you / us right now?
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1:07:44Debugger: Step into RenderCommandsToBitmap and see what's happening with the Clear
1:07:44Debugger: Step into RenderCommandsToBitmap and see what's happening with the Clear
1:07:44Debugger: Step into RenderCommandsToBitmap and see what's happening with the Clear
1:10:36handmade_render.cpp: Set the transparency that's passed to Clear
1:10:36handmade_render.cpp: Set the transparency that's passed to Clear
1:10:36handmade_render.cpp: Set the transparency that's passed to Clear
1:11:14Run the game and see our software renderer successfully clearing
1:11:14Run the game and see our software renderer successfully clearing
1:11:14Run the game and see our software renderer successfully clearing
1:12:58jasperps When Z-axis is defined will up / down hopping look different?
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1:12:58jasperps When Z-axis is defined will up / down hopping look different?
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1:12:58jasperps When Z-axis is defined will up / down hopping look different?
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1:13:17lumenian What are limitations of game development using C#? Do you like C# overall as a language?
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1:13:17lumenian What are limitations of game development using C#? Do you like C# overall as a language?
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1:13:17lumenian What are limitations of game development using C#? Do you like C# overall as a language?
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1:13:57thatsbamboo What parts of C++ are you using if you are not programming in an OOP style?
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1:13:57thatsbamboo What parts of C++ are you using if you are not programming in an OOP style?
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1:13:57thatsbamboo What parts of C++ are you using if you are not programming in an OOP style?
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1:14:18klemensbaum I'm currently using a Microsoft Natural Ergonomic 4000. Thinking about replacing it with a non-ergonomic mechanical keyboard. Thoughts?
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1:14:18klemensbaum I'm currently using a Microsoft Natural Ergonomic 4000. Thinking about replacing it with a non-ergonomic mechanical keyboard. Thoughts?
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1:14:18klemensbaum I'm currently using a Microsoft Natural Ergonomic 4000. Thinking about replacing it with a non-ergonomic mechanical keyboard. Thoughts?
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1:15:04ingenero How many A's will this game have when it's done?
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1:15:04ingenero How many A's will this game have when it's done?
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1:15:04ingenero How many A's will this game have when it's done?
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1:15:12cubercaleb The trees on the bottom row look like they are being clipped at the top. Also C# is compiled these days to some extent
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1:15:12cubercaleb The trees on the bottom row look like they are being clipped at the top. Also C# is compiled these days to some extent
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1:15:12cubercaleb The trees on the bottom row look like they are being clipped at the top. Also C# is compiled these days to some extent
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1:16:24sierrabrad Is that a real clicky keyboard or is it just sound effects
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1:16:24sierrabrad Is that a real clicky keyboard or is it just sound effects
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1:16:24sierrabrad Is that a real clicky keyboard or is it just sound effects
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1:17:28ineville Have you seen very much of apple's Swift? What are your thoughts on it now that it is open source?
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1:17:28ineville Have you seen very much of apple's Swift? What are your thoughts on it now that it is open source?
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1:17:28ineville Have you seen very much of apple's Swift? What are your thoughts on it now that it is open source?
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1:17:47chronaldragon How come I have to declare a political party in order to vote in the presidential primary
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1:17:47chronaldragon How come I have to declare a political party in order to vote in the presidential primary
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1:17:47chronaldragon How come I have to declare a political party in order to vote in the presidential primary
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1:18:25Assets: Check out the tree bitmap, and note that the reason for clipped-like looking tree assets is that they don't have the 1-pixel apron
1:18:25Assets: Check out the tree bitmap, and note that the reason for clipped-like looking tree assets is that they don't have the 1-pixel apron
1:18:25Assets: Check out the tree bitmap, and note that the reason for clipped-like looking tree assets is that they don't have the 1-pixel apron
1:21:12Wind down
1:21:12Wind down
1:21:12Wind down
1:21:59Announce the upgraded forum site on Handmade Network2
1:21:59Announce the upgraded forum site on Handmade Network2
1:21:59Announce the upgraded forum site on Handmade Network2