is presently its sole maintainer,
You can support him:
Blackboard: Dynamically controlling snake-like multi-segment entities
Blackboard: Controller templates
4coder: Reproduce the pane creation bug
handmade_entity.h: Remove entity_relationship and ReferenceIsValid and, from entity, PairedEntityCount and PairedEntities
handmade_entity.h: Introduce entity_controller_type, entity_controller_slot and entity_controller_id, and add one of each to entity
handmade_entity.h: Consider how this system will replace entity_type
handmade_entity.h: Rename entity_controller_* to brain_*
handmade_sim_region.h: Introduce brain_hash and add an array of them to sim_region
handmade_world.cpp: Rename PackEntityReferenceArray to PackEntityReference and make it work on only one entity
handmade_world.cpp: Make PackTraversableReference and PackEntityIntoChunk take a sim_region
handmade_entity.h: Introduce IsDeleted
handmade_sim_region.cpp: Move some functionality from LoadEntityReference to GetEntityByID and make it call the latter
handmade_sim_region.cpp: Make PackEntityIntoWorld take a sim_region
handmade_world_mode.cpp: Remove BodyRefs and HeadRefs from AddPlayer, and initialise a brain_id and some brain data for the Body and Head
handmade_world_mode.cpp: Introduce AddBrain
handmade_sim_region.h: Add MaxBrainCount, BrainCount and *Brains to sim_region
handmade_world_mode.cpp: Excitedly make UpdateAndRenderWorld loop through the brains and do the brain logic
handmade_sim_region.h: Add a brain_type to brain
handmade_world_mode.cpp: #if 0 out the PairedEntities code for now
Run the game with our disabled controllers
handmade_world_mode.cpp: Loft the hero head controller code up into Brain_Hero and begin writing the brain logic
4coder: Bright white bug
handmade_sim_region.h: Add a brain_id to brain
handmade.h: Change entity_id to brain_id in controlled_hero
handmade_world_mode.cpp: Fix compile errors
handmade_world_mode.cpp: Make AddPlayer return a brain_id
Miblo Q: I must have missed the bit about the snake. What is that?
nbm Q: It's actually a millipede
unrealdesign Q: How long do you hope this will go on for? Do you see yourself doing different game once this is finished?
lm4rcu5l Q: You mentioned you'd spend four hours cleaning code. Why not have a Handmade Hero day once every other month or so and deal with problems like that?
ezysigh Q: About the one entity per grid spot checking, how will you handle leaving a spot just before a monster lands there? Right now it's binary. Do you plan to add a fuzziness as you step off a square onto another one and a monster lands on your spot?
guitarm87 Q: Someday I will have to ask you about how to think when representing data in a program. I understand structs, enums, arrays and such. But what regulates when to use which?
longboolean Q: So the idea is to have the entity system both be able to support groups of entities that change from one into another (like a monster that mimics other objects), and entities that when separated from the group can take action on their own (like a necromancer resurrecting a ripped off arm)?
lachieds Q: Slightly off-topic: On average how many hours a day do you work on 1935?
paganheart Q: On the note of UML, how much / often would you say you deal with that at work, if at all? In the gamedev industry, anyway
guitarm87 Q: Good answer, I understand what you mean. Just do it enough and you'll see what works. Experience. Thanks!
elyasm Q: Have you thought about using Vulkan? It is super low-level access to hardware
Wrap it up
Announce AndrewJDR's annotated_cpp repository [see Resources, GitHub]