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Previous: 'Hybrid Tile-based Movement'
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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
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59:07Q&A
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59:07Q&A
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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
1:18:25Assets: 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
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1:21:12Wind down
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1:21:12Wind down
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1:21:59Announce the upgraded forum site on Handmade Network2
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1:21:59Announce the upgraded forum site on Handmade Network2
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1:21:59Announce the upgraded forum site on Handmade Network2
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Next: 'Animation Overview'
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