Transactional Occupation of Traversables
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1:354coder: New version 4.0.5, with indentation and scrollbars
1:354coder: New version 4.0.5, with indentation and scrollbars
1:354coder: New version 4.0.5, with indentation and scrollbars
3:25Recap and set the stage for the day
3:25Recap and set the stage for the day
3:25Recap and set the stage for the day
4:36handmade_world_mode.cpp: Disable the slope
4:36handmade_world_mode.cpp: Disable the slope
4:36handmade_world_mode.cpp: Disable the slope
6:144coder: Bug with editing in the left-hand pane
6:144coder: Bug with editing in the left-hand pane
6:144coder: Bug with editing in the left-hand pane
7:29handmade_entity.h: Add an entity *StandingOn to entity_traversable_point
7:29handmade_entity.h: Add an entity *StandingOn to entity_traversable_point
7:29handmade_entity.h: Add an entity *StandingOn to entity_traversable_point
9:31handmade_sim_region.cpp: Make LoadTraversableReference write to the entity's collision volume if they have a pointer set
9:31handmade_sim_region.cpp: Make LoadTraversableReference write to the entity's collision volume if they have a pointer set
9:31handmade_sim_region.cpp: Make LoadTraversableReference write to the entity's collision volume if they have a pointer set
10:57handmade_world_mode.cpp: Colour the traversable if it has an Occupier
10:57handmade_world_mode.cpp: Colour the traversable if it has an Occupier
10:57handmade_world_mode.cpp: Colour the traversable if it has an Occupier
11:434coder: Swoon over the cool new indentation
11:434coder: Swoon over the cool new indentation
11:434coder: Swoon over the cool new indentation
12:43Run the game and find that the traversables already have the new colour
12:43Run the game and find that the traversables already have the new colour
12:43Run the game and find that the traversables already have the new colour
16:15handmade_entity.h: Make the Traversable a property of the entity
16:15handmade_entity.h: Make the Traversable a property of the entity
16:15handmade_entity.h: Make the Traversable a property of the entity
19:53Run the game and pacman up the traversable points
19:53Run the game and pacman up the traversable points
19:53Run the game and pacman up the traversable points
20:574coder: Realise that we're now editing in the left-hand pane
20:574coder: Realise that we're now editing in the left-hand pane
20:574coder: Realise that we're now editing in the left-hand pane
21:21handmade_world_mode.cpp: Check if a traversable is available before hopping to it
21:21handmade_world_mode.cpp: Check if a traversable is available before hopping to it
21:21handmade_world_mode.cpp: Check if a traversable is available before hopping to it
23:14handmade_sim_region.cpp: Introduce TransactionalOccupy and GetTraversable
23:14handmade_sim_region.cpp: Introduce TransactionalOccupy and GetTraversable
23:14handmade_sim_region.cpp: Introduce TransactionalOccupy and GetTraversable
31:29Run the game and note a couple of problems
31:29Run the game and note a couple of problems
31:29Run the game and note a couple of problems
34:26Blackboard: Transitioning from Standing On to Moving To
34:26Blackboard: Transitioning from Standing On to Moving To
34:26Blackboard: Transitioning from Standing On to Moving To
37:18handmade_entity.h and handmade_world_mode.cpp: Assume that a 1-square-sized entity occupies only one square at once
37:18handmade_entity.h and handmade_world_mode.cpp: Assume that a 1-square-sized entity occupies only one square at once
37:18handmade_entity.h and handmade_world_mode.cpp: Assume that a 1-square-sized entity occupies only one square at once
38:494coder: Outdated jump-to-error
38:494coder: Outdated jump-to-error
38:494coder: Outdated jump-to-error
43:05Run the game and find that the colouring of the traverables is working as expected
43:05Run the game and find that the colouring of the traverables is working as expected
43:05Run the game and find that the colouring of the traverables is working as expected
43:45handmade_world_mode.cpp: Reimplement the ability to add new heroes
43:45handmade_world_mode.cpp: Reimplement the ability to add new heroes
43:45handmade_world_mode.cpp: Reimplement the ability to add new heroes
45:13Run the game, try adding new heroes and enjoy the weirdness
45:13Run the game, try adding new heroes and enjoy the weirdness
45:13Run the game, try adding new heroes and enjoy the weirdness
47:04handmade_world_mode.cpp: Consider making AddPlayer more robust
47:04handmade_world_mode.cpp: Consider making AddPlayer more robust
47:04handmade_world_mode.cpp: Consider making AddPlayer more robust
53:31handmade_world_mode.cpp: Set HeroesExist in both cases, run the game and consider keeping AddPlayer as it is
53:31handmade_world_mode.cpp: Set HeroesExist in both cases, run the game and consider keeping AddPlayer as it is
53:31handmade_world_mode.cpp: Set HeroesExist in both cases, run the game and consider keeping AddPlayer as it is
54:41Q&A
🗩
54:41Q&A
🗩
54:41Q&A
🗩
55:22stropheum This debug world just gets progressively weirder every day
🗪
55:22stropheum This debug world just gets progressively weirder every day
🗪
55:22stropheum This debug world just gets progressively weirder every day
🗪
56:34remele Why don't the cloned players jump to points when their head moves over them?
🗪
56:34remele Why don't the cloned players jump to points when their head moves over them?
🗪
56:34remele Why don't the cloned players jump to points when their head moves over them?
🗪
57:21handmade_world_mode.cpp: Make the hopping happen whether or not a controller is controlling the hero
57:21handmade_world_mode.cpp: Make the hopping happen whether or not a controller is controlling the hero
57:21handmade_world_mode.cpp: Make the hopping happen whether or not a controller is controlling the hero
59:46Run the game and spawn a ton of heroes
59:46Run the game and spawn a ton of heroes
59:46Run the game and spawn a ton of heroes
1:00:12handmade_world_mode.cpp: Keep those heroes hopping
1:00:12handmade_world_mode.cpp: Keep those heroes hopping
1:00:12handmade_world_mode.cpp: Keep those heroes hopping
1:00:54Run the game and watch them hop
1:00:54Run the game and watch them hop
1:00:54Run the game and watch them hop
1:01:36handmade_sim_region.cpp: Introduce traversable_search_flag and add Unoccupied flag to GetClosestTraversable
1:01:36handmade_sim_region.cpp: Introduce traversable_search_flag and add Unoccupied flag to GetClosestTraversable
1:01:36handmade_sim_region.cpp: Introduce traversable_search_flag and add Unoccupied flag to GetClosestTraversable
1:02:214coder: Praise Allen for the alignment
1:02:214coder: Praise Allen for the alignment
1:02:214coder: Praise Allen for the alignment
1:03:134coder: Bogus indentation
1:03:134coder: Bogus indentation
1:03:134coder: Bogus indentation
1:04:21Run the game and spawn a line of heroes
1:04:21Run the game and spawn a line of heroes
1:04:21Run the game and spawn a line of heroes
1:05:14handmade_world_mode.cpp: Made AddPlayer take SimRegion in order to do GetClosestTraversable
1:05:14handmade_world_mode.cpp: Made AddPlayer take SimRegion in order to do GetClosestTraversable
1:05:14handmade_world_mode.cpp: Made AddPlayer take SimRegion in order to do GetClosestTraversable
1:07:26Run the game and find that we're still not quite right
1:07:26Run the game and find that we're still not quite right
1:07:26Run the game and find that we're still not quite right
1:08:20handmade.h: Add DebugSpawn to controlled_hero in order to test this adding
1:08:20handmade.h: Add DebugSpawn to controlled_hero in order to test this adding
1:08:20handmade.h: Add DebugSpawn to controlled_hero in order to test this adding
1:12:22handmade_sim_region.cpp: Make GetSimSpaceTraversable copy the Occupier
1:12:22handmade_sim_region.cpp: Make GetSimSpaceTraversable copy the Occupier
1:12:22handmade_sim_region.cpp: Make GetSimSpaceTraversable copy the Occupier
1:13:06Run the game and spawn some correctly positioned heroes
1:13:06Run the game and spawn some correctly positioned heroes
1:13:06Run the game and spawn some correctly positioned heroes
1:13:30handmade_world_mode.cpp: Make DebugSpawn not override us
1:13:30handmade_world_mode.cpp: Make DebugSpawn not override us
1:13:30handmade_world_mode.cpp: Make DebugSpawn not override us
1:13:54Run the game and just add new people
1:13:54Run the game and just add new people
1:13:54Run the game and just add new people
1:16:05Wind up
🗩
1:16:05Wind up
🗩
1:16:05Wind up
🗩
1:16:084coder: Recap the one weirdness with the if [see 1:03:13]
1:16:084coder: Recap the one weirdness with the if [see 1:03:13]
1:16:084coder: Recap the one weirdness with the if [see 1:03:13]