is presently its sole maintainer,
You can support him:
Recap and set the stage for the day
handmade_world.cpp: Get the sizeof *Source in PackEntityIntoChunk
handmade_sim_region.h: Rename StorageIndex to ID in entity
handmade_sim_region.cpp: Rename GetHashFromStorage to GetHashFromID
handmade_sim_region.h and .cpp: Remove EntityFlag_Nonspacial from entity_flags and continue cleaning stuff up
handmade_world_mode.cpp and handmade_entity.h: Remove the Sword
handmade_world.cpp: Make PackEntityIntoWorld store the entity's location
Debugger: Step into BeginSim and find that we don't get any entities out in our initial pack
Debugger: Step into PackEntityIntoWorld and follow the code through to RemoveWorldChunk
handmade_world.cpp: Increment the Chunk->EntityCount in PackEntityIntoChunk
Run the game and see that we're getting closer, but that the body has stopped tracking the head
handmade_sim_region.cpp: Collapse down AddEntityRaw and AddEntity
Run the game and see exactly the same thing
handmade_sim_region.cpp: Introduce ConnectEntityPointers
Run the game and find that the head and body remain connected
handmade_entity.h: Move the entity-related structs in from handmade_sim_region.h
handmade_world_mode.cpp: Disable the Z-movement and then try traversing the world
handmade_sim_region.cpp: Introduce DeleteEntity
Run the game and test entering and exiting it
handmade_entity.h: Explain why world_position is no longer necessary and consider removing it
handmade_sim_region.cpp: Make BeginSim compute world_position and pass ChunkDelta to AddEntity
handmade_sim_region.cpp: Make the EntityP in EndSim relative to ChunkP
Run the game and find that we can go off the screen okay
handmade_sim_region.cpp: Set the Entity->P and chunk movements at the end of EndSim
Run the game and find that the camera does now follow the hero
dustinten Q: Is there any real difference between #ifndef and #if !defined? I always use the first but I see you use the latter
dudeinbasement1 Q: Do you feel like we take steps backward when we get into code we haven't been in in a while, e.g. the problems with moving the screen?
grub_smub Q: Do you use a lot of header files?
Remove all instances of #if !defined
xgabrielxal Q: Why not #pragma once?
erdomina Q: Would you say the architecture of the entity system is based more on experience than on exploration?
dustinten Q: Do you have a plan for the "components" of the entities? Just use the flags like you are now?
longboolean Q: As a codebase grows new functions are created and others are no longer called anywhere. Are there any good ways that you recommend for finding out which functions / blocks of code are never used anywhere?
duroate Q: Is there a way to run the game "entirely" and find out what parts of your code aren't being used, to get rid of?
josianmarriott Q: The dynamite jack entity system is similar (but without compression)
ttbjm Q: Have you checked LOC recently?
Jim0_o Q: How is your arm now? Any chance of a streamathon?
dudeinbasement1 Q: CTime needs cloc built-in
J_vanRijn Q: Re code coverage, when Farbrausch was trying to cut down size of Kkrieger they wrote a quick code coverage tool called Lekktor and because someone didn't use a certain key in the menu, the code to handle it was left out in the released version
Wrap it up