is presently its sole maintainer,
You can support him:
Run the game and show where we're at
handmade_world_mode.cpp: Randomise the heights of the traversable points
Run the game and traverse the room
handmade_sim_region.cpp: Provide the ability to interpolate the camera's height
4coder: Spot a potential bug with a space being inserted after a square-bracket
handmade_sim_region.cpp: Make AddStandardRoom form a ramp
Run the game and attempt to hop up the ramp
handmade_world_mode.cpp: Set HeadToPoint.z to 0
Run the game and find that we can now hop upwards
handmade_world_mode.cpp: Make AddStandardRoom produce a shallower ramp
Run the game and traverse the shallower ramp
handmade_world_mode.cpp: Comment out the HeadToPoint.z setting and again traverse the shallower ramp
handmade_world_mode.cpp: Compute the HeadToPoint in order to prefer traversable points in the XY plane
Run the game and traverse the world
Blackboard: The Plan for Final Z
handmade_world_mode.cpp: Let the ramp go below 0 and traverse it in an effort to see the alpha-fade
handmade_world_mode.cpp: Investigate why the alpha-fade is not happening
Debugger: Break on CameraRelativeGroupP initialisation and inspect the values
handmade_world_mode.cpp: Only create one room
handmade_world_mode.cpp: Add a DEBUG_VALUE for CameraRelativeGroundP to the HeroHead
Run the game, traverse the ramp and watch that CameraRelativeGroundP
handmade_world_mode.cpp: Add that DEBUG_VALUE to the Monstar
Run the game and note that we don't load in the world one layer above us
handmade_world_mode.cpp: Add fifteen floors to the SimBoundsExpansion
Run the game and find that the alpha-fade is working
handmade_world_mode.cpp: Add another column of trees to the room
Run the game, trigger the fade and explain the problem with alpha blending multiple faded entities
handmade_render_group.h: Consider ways to blend the alpha
Miblo Q: That up / down camera movement looks so cool. I do hope the terrain height of the rooms makes good use of this
insofaras Q: Could you do something with GL_MIN / GL_MAX blend equation for the alpha?
deras007 Q: Can you create the word of warcraft game?
d7 Q: If the contour of your entities wasn't antialiased, you could have used the depth buffer and reverse the render order for the entities being faded (front to back), but alas, it is hard to do properly with the alpha blending around the contours
evraire Q: You mentioned rendering to an offscreen buffer then compositing as one means of getting the desired alpha effect, but you also mentioned something along the lines of using a "fragment list"? could you please elaborate a bit more on that approach?
Blackboard: Per-fragment atomic lists
cubercaleb Q: That sounds insane. Are there any modern games that use this?
quikligames Q: Could you just pre-render normally to an offscreen buffer, and then composite it with the primary frame buffer with the fade-out alpha?
d7 Q: If the antialiasing didn't throw a wrench, you could have used the depth-buffer-front-to-back rendering method all the way, and compensate for some of the extra bandwidth on less overdraw
cubercaleb Q: I mean that sounds like it has huge performance implications
sssmcgrath Q: Speaking of your smoke example, did you see what David Rosen posted today? [see Resources]
cosmiczord Q: I thought most games were only designed to max out console hardware?
Wrap it up