Finishing Brains
?
?

Keyboard Navigation

Global Keys

[, < / ], > Jump to previous / next episode
W, K, P / S, J, N Jump to previous / next marker
t / T Toggle theatre / SUPERtheatre mode
V Revert filter to original state Y Select link (requires manual Ctrl-c)

Menu toggling

q Quotes r References f Filter y Link c Credits

In-Menu Movement

a
w
s
d
h j k l


Quotes and References Menus

Enter Jump to timecode

Quotes, References and Credits Menus

o Open URL (in new tab)

Filter Menu

x, Space Toggle category and focus next
X, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus

Filter and Link Menus

z Toggle filter / linking mode

Credits Menu

Enter Open URL (in new tab)
1:00Recap and set the stage for the day
1:00Recap and set the stage for the day
1:00Recap and set the stage for the day
2:41handmade_sim_region.cpp: Introduce GetOrAddBrain
2:41handmade_sim_region.cpp: Introduce GetOrAddBrain
2:41handmade_sim_region.cpp: Introduce GetOrAddBrain
7:15handmade_sim_region.cpp: Introduce a GetHashFromID for brain_id
7:15handmade_sim_region.cpp: Introduce a GetHashFromID for brain_id
7:15handmade_sim_region.cpp: Introduce a GetHashFromID for brain_id
9:03handmade_sim_region.cpp: Remove AddEntityRaw and inline AddEntity's functionality in BeginSim
9:03handmade_sim_region.cpp: Remove AddEntityRaw and inline AddEntity's functionality in BeginSim
9:03handmade_sim_region.cpp: Remove AddEntityRaw and inline AddEntity's functionality in BeginSim
11:44handmade_entity.h: Move struct brain in from handmade_sim_region.h, add an array of Parts to it, and introduce brain_hero_parts
11:44handmade_entity.h: Move struct brain in from handmade_sim_region.h, add an array of Parts to it, and introduce brain_hero_parts
11:44handmade_entity.h: Move struct brain in from handmade_sim_region.h, add an array of Parts to it, and introduce brain_hero_parts
16:28Run the game and find that nothing happens
16:28Run the game and find that nothing happens
16:28Run the game and find that nothing happens
16:49handmade_world_mode.cpp: Set the Head and Body for BrainHero in AddPlayer
16:49handmade_world_mode.cpp: Set the Head and Body for BrainHero in AddPlayer
16:49handmade_world_mode.cpp: Set the Head and Body for BrainHero in AddPlayer
17:41Run the game and spam the world with heroes
17:41Run the game and spam the world with heroes
17:41Run the game and spam the world with heroes
20:12Blackboard: ddP and the benefit of assigning accelerations before simulating them together
20:12Blackboard: ddP and the benefit of assigning accelerations before simulating them together
20:12Blackboard: ddP and the benefit of assigning accelerations before simulating them together
22:36handmade_entity.h: Add ddP to entity
22:36handmade_entity.h: Add ddP to entity
22:36handmade_entity.h: Add ddP to entity
23:48handmade_world_mode.cpp: Make the controller code in UpdateAndRenderWorld just get the controller that corresponds to the given hero
23:48handmade_world_mode.cpp: Make the controller code in UpdateAndRenderWorld just get the controller that corresponds to the given hero
23:48handmade_world_mode.cpp: Make the controller code in UpdateAndRenderWorld just get the controller that corresponds to the given hero
28:06handmade_world_mode.cpp: Be Mr Slypants Slypantsyman and base the ControllerIndex in UpdateAndRenderWorld on the Brain->ID.Valueα
28:06handmade_world_mode.cpp: Be Mr Slypants Slypantsyman and base the ControllerIndex in UpdateAndRenderWorld on the Brain->ID.Valueα
28:06handmade_world_mode.cpp: Be Mr Slypants Slypantsyman and base the ControllerIndex in UpdateAndRenderWorld on the Brain->ID.Valueα
29:43handmade_entity.h: Introduce reserved_brain_id
29:43handmade_entity.h: Introduce reserved_brain_id
29:43handmade_entity.h: Introduce reserved_brain_id
31:11handmade_world_mode.cpp: Make AddPlayer take BrainID and return void
31:11handmade_world_mode.cpp: Make AddPlayer take BrainID and return void
31:11handmade_world_mode.cpp: Make AddPlayer take BrainID and return void
33:09Run the game and find that we can change the hero's facing direction
33:09Run the game and find that we can change the hero's facing direction
33:09Run the game and find that we can change the hero's facing direction
33:44handmade_world_mode.cpp: Remove BrainID, ddP, dSword, dZ, Exited and DebugSpawn from controlled_hero in from handmade.h and make UpdateAndRenderWorld initialise them directly
33:44handmade_world_mode.cpp: Remove BrainID, ddP, dSword, dZ, Exited and DebugSpawn from controlled_hero in from handmade.h and make UpdateAndRenderWorld initialise them directly
33:44handmade_world_mode.cpp: Remove BrainID, ddP, dSword, dZ, Exited and DebugSpawn from controlled_hero in from handmade.h and make UpdateAndRenderWorld initialise them directly
38:20handmade.h: Add BraidID back to controlled_hero
38:20handmade.h: Add BraidID back to controlled_hero
38:20handmade.h: Add BraidID back to controlled_hero
41:00handmade_world_mode.cpp: #if 0 the Planted code in UpdateAndRenderWorld
41:00handmade_world_mode.cpp: #if 0 the Planted code in UpdateAndRenderWorld
41:00handmade_world_mode.cpp: #if 0 the Planted code in UpdateAndRenderWorld
42:20Debugger: Investigate how we got into Hopping mode without a CameFrom
42:20Debugger: Investigate how we got into Hopping mode without a CameFrom
42:20Debugger: Investigate how we got into Hopping mode without a CameFrom
47:06handmade_sim_region.cpp: Reenable and fix ConnectEntityPointers
47:06handmade_sim_region.cpp: Reenable and fix ConnectEntityPointers
47:06handmade_sim_region.cpp: Reenable and fix ConnectEntityPointers
48:29Debugger: Break into UpdateAndRenderWorld and investigate how Occupying is being set to 0
48:29Debugger: Break into UpdateAndRenderWorld and investigate how Occupying is being set to 0
48:29Debugger: Break into UpdateAndRenderWorld and investigate how Occupying is being set to 0
49:57Hunt this guy down before stoppingβ
49:57Hunt this guy down before stoppingβ
49:57Hunt this guy down before stoppingβ
50:35handmade_sim_region.cpp: Make ConnectEntityPointers able to break on Entity->ID.Value 219
50:35handmade_sim_region.cpp: Make ConnectEntityPointers able to break on Entity->ID.Value 219
50:35handmade_sim_region.cpp: Make ConnectEntityPointers able to break on Entity->ID.Value 219
52:25handmade_world.cpp: Make PackEntityIntoChunk do the same for the Source
52:25handmade_world.cpp: Make PackEntityIntoChunk do the same for the Source
52:25handmade_world.cpp: Make PackEntityIntoChunk do the same for the Source
54:44handmade_world_mode.cpp: Make AddPlayer put the Body and Head in their correct BrainSlot
54:44handmade_world_mode.cpp: Make AddPlayer put the Body and Head in their correct BrainSlot
54:44handmade_world_mode.cpp: Make AddPlayer put the Body and Head in their correct BrainSlot
55:49handmade_entity.h: #define BrainSlotFor in order to name the slots using pointer arithmetic
55:49handmade_entity.h: #define BrainSlotFor in order to name the slots using pointer arithmetic
55:49handmade_entity.h: #define BrainSlotFor in order to name the slots using pointer arithmetic
1:00:25Rant on compiler vendors making programmers' lives difficult
1:00:25Rant on compiler vendors making programmers' lives difficult
1:00:25Rant on compiler vendors making programmers' lives difficult
1:01:32handmade_entity.h: Introduce BrainSlotFor_ to return a brain_slot
1:01:32handmade_entity.h: Introduce BrainSlotFor_ to return a brain_slot
1:01:32handmade_entity.h: Introduce BrainSlotFor_ to return a brain_slot
1:02:31Q&A
🗩
1:02:31Q&A
🗩
1:02:31Q&A
🗩
1:02:48fr0styninja Can we have a look at the ctime stats so far?
🗪
1:02:48fr0styninja Can we have a look at the ctime stats so far?
🗪
1:02:48fr0styninja Can we have a look at the ctime stats so far?
🗪
1:04:39dudeinbasement1 What will we do for the "production" Assert?
🗪
1:04:39dudeinbasement1 What will we do for the "production" Assert?
🗪
1:04:39dudeinbasement1 What will we do for the "production" Assert?
🗪
1:04:56Miblo May this brain system allow for things like two characters carrying a felled tree between them, with both of their brains controlling the movement of the tree?
🗪
1:04:56Miblo May this brain system allow for things like two characters carrying a felled tree between them, with both of their brains controlling the movement of the tree?
🗪
1:04:56Miblo May this brain system allow for things like two characters carrying a felled tree between them, with both of their brains controlling the movement of the tree?
🗪
1:07:56fr0styninja Try not to make the brains self-aware. We can't have stumpy over there taking over the world
🗪
1:07:56fr0styninja Try not to make the brains self-aware. We can't have stumpy over there taking over the world
🗪
1:07:56fr0styninja Try not to make the brains self-aware. We can't have stumpy over there taking over the world
🗪
1:08:22thesizik For brain types, why not an enum for the array indexes?
🗪
1:08:22thesizik For brain types, why not an enum for the array indexes?
🗪
1:08:22thesizik For brain types, why not an enum for the array indexes?
🗪
1:11:37josianmarriott How would you go about making game entities moddable?
🗪
1:11:37josianmarriott How would you go about making game entities moddable?
🗪
1:11:37josianmarriott How would you go about making game entities moddable?
🗪
1:12:32josianmarriott I was thinking defining whole new types of entities
🗪
1:12:32josianmarriott I was thinking defining whole new types of entities
🗪
1:12:32josianmarriott I was thinking defining whole new types of entities
🗪
1:14:20josianmarriott I guess there's no way to mitigate dll security concerns?
🗪
1:14:20josianmarriott I guess there's no way to mitigate dll security concerns?
🗪
1:14:20josianmarriott I guess there's no way to mitigate dll security concerns?
🗪
1:16:00saticmotion So all the brain code is now in the switch(Brain->Type). How many brains do you expect to have? What if we have 100 brains, will you keep all the code there?
🗪
1:16:00saticmotion So all the brain code is now in the switch(Brain->Type). How many brains do you expect to have? What if we have 100 brains, will you keep all the code there?
🗪
1:16:00saticmotion So all the brain code is now in the switch(Brain->Type). How many brains do you expect to have? What if we have 100 brains, will you keep all the code there?
🗪
1:16:38We are out of time
🗩
1:16:38We are out of time
🗩
1:16:38We are out of time
🗩