Moving Entity Storage into World Chunks
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1:29Recap and set the stage for the day
1:29Recap and set the stage for the day
1:29Recap and set the stage for the day
5:14Blackboard: How the simulation region streams in entities as you traverse the world
5:14Blackboard: How the simulation region streams in entities as you traverse the world
5:14Blackboard: How the simulation region streams in entities as you traverse the world
9:32Blackboard: Entities referencing each other
9:32Blackboard: Entities referencing each other
9:32Blackboard: Entities referencing each other
12:29handmade_world.h: Add a read / writeable EntityData and EntityDataSize to world_entity_block
12:29handmade_world.h: Add a read / writeable EntityData and EntityDataSize to world_entity_block
12:29handmade_world.h: Add a read / writeable EntityData and EntityDataSize to world_entity_block
14:52Debugger: Compile and run and hit an assertion in PushSize_
14:52Debugger: Compile and run and hit an assertion in PushSize_
14:52Debugger: Compile and run and hit an assertion in PushSize_
16:51handmade_world.h: Change ChunkHash in world to be a pointer and add the Chunks as a singly-linked list
16:51handmade_world.h: Change ChunkHash in world to be a pointer and add the Chunks as a singly-linked list
16:51handmade_world.h: Change ChunkHash in world to be a pointer and add the Chunks as a singly-linked list
22:06handmade_world.cpp: Introduce ClearWorldEntityBlock
22:06handmade_world.cpp: Introduce ClearWorldEntityBlock
22:06handmade_world.cpp: Introduce ClearWorldEntityBlock
24:05handmade_world.cpp: Clean up CreateWorld
24:05handmade_world.cpp: Clean up CreateWorld
24:05handmade_world.cpp: Clean up CreateWorld
24:35Run the game and see what happens
24:35Run the game and see what happens
24:35Run the game and see what happens
24:49handmade_sim_region.cpp and handmade_world_mode.cpp: Excise the sword
24:49handmade_sim_region.cpp and handmade_world_mode.cpp: Excise the sword
24:49handmade_sim_region.cpp and handmade_world_mode.cpp: Excise the sword
26:26Run the game and find that we're still running okay
26:26Run the game and find that we're still running okay
26:26Run the game and find that we're still running okay
26:35handmade_world_mode.h: Remove the LowEntities from game_world_mode
26:35handmade_world_mode.h: Remove the LowEntities from game_world_mode
26:35handmade_world_mode.h: Remove the LowEntities from game_world_mode
29:05handmade_sim_region.cpp: Rewrite LoadEntityReference so that an entity can only been accessed if it is within your simulation region
29:05handmade_sim_region.cpp: Rewrite LoadEntityReference so that an entity can only been accessed if it is within your simulation region
29:05handmade_sim_region.cpp: Rewrite LoadEntityReference so that an entity can only been accessed if it is within your simulation region
30:46handmade_sim_region.cpp: Make BeginSim store the actual entities instead of indices
30:46handmade_sim_region.cpp: Make BeginSim store the actual entities instead of indices
30:46handmade_sim_region.cpp: Make BeginSim store the actual entities instead of indices
35:54handmade_sim_region.cpp: Disable some of EndSim for now just to see what breaks
35:54handmade_sim_region.cpp: Disable some of EndSim for now just to see what breaks
35:54handmade_sim_region.cpp: Disable some of EndSim for now just to see what breaks
37:06handmade_world_mode.cpp: Introduce BeginLowEntity and EndLowEntity and split AddLowEntity out into these functions in order to create a low entity and then pack it into its actual position location
37:06handmade_world_mode.cpp: Introduce BeginLowEntity and EndLowEntity and split AddLowEntity out into these functions in order to create a low entity and then pack it into its actual position location
37:06handmade_world_mode.cpp: Introduce BeginLowEntity and EndLowEntity and split AddLowEntity out into these functions in order to create a low entity and then pack it into its actual position location
47:43handmade_world_mode.cpp: Introduce PackEntityIntoChunk to be called in EndLowEntity
47:43handmade_world_mode.cpp: Introduce PackEntityIntoChunk to be called in EndLowEntity
47:43handmade_world_mode.cpp: Introduce PackEntityIntoChunk to be called in EndLowEntity
49:17handmade_sim_region.cpp and handmade_world_mode.cpp: Work through a plethora of compile errors to use entity_id
49:17handmade_sim_region.cpp and handmade_world_mode.cpp: Work through a plethora of compile errors to use entity_id
49:17handmade_sim_region.cpp and handmade_world_mode.cpp: Work through a plethora of compile errors to use entity_id
1:04:49Q&A
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1:04:49Q&A
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1:04:49Q&A
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1:05:49wrenga This is more of a meta-question but I found myself placing TODOs in my code at places that I don't want to deal with while I work on something else. However, as we all procrastinate, how come back to the TODOs?
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1:05:49wrenga This is more of a meta-question but I found myself placing TODOs in my code at places that I don't want to deal with while I work on something else. However, as we all procrastinate, how come back to the TODOs?
🗪
1:05:49wrenga This is more of a meta-question but I found myself placing TODOs in my code at places that I don't want to deal with while I work on something else. However, as we all procrastinate, how come back to the TODOs?
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1:06:53rbdjellyfish What's the highest number of errors you've ever had after compiling?
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1:06:53rbdjellyfish What's the highest number of errors you've ever had after compiling?
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1:06:53rbdjellyfish What's the highest number of errors you've ever had after compiling?
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1:07:09Miblo I arrived too late to the prestream to let you know that yesterday's episode hasn't yet made its way to YouTube
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1:07:09Miblo I arrived too late to the prestream to let you know that yesterday's episode hasn't yet made its way to YouTube
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1:07:09Miblo I arrived too late to the prestream to let you know that yesterday's episode hasn't yet made its way to YouTube
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1:07:30Wrap it up
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1:07:30Wrap it up
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1:07:30Wrap it up
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