Decoupling Visuals from Entity Types
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1:20Recap and set the stage for the day
1:20Recap and set the stage for the day
1:20Recap and set the stage for the day
2:32A few words on deciding when to make new files
2:32A few words on deciding when to make new files
2:32A few words on deciding when to make new files
3:58handmade_brain.h and handmade_brain.cpp: Add these files and pull in the brain code from handmade_entity.h and handmade_world_mode.cpp
3:58handmade_brain.h and handmade_brain.cpp: Add these files and pull in the brain code from handmade_entity.h and handmade_world_mode.cpp
3:58handmade_brain.h and handmade_brain.cpp: Add these files and pull in the brain code from handmade_entity.h and handmade_world_mode.cpp
6:38handmade_brain.cpp: Introduce ExecuteBrain
6:38handmade_brain.cpp: Introduce ExecuteBrain
6:38handmade_brain.cpp: Introduce ExecuteBrain
8:49handmade_world_mode.cpp: Consider how to deal with HeroesExist
8:49handmade_world_mode.cpp: Consider how to deal with HeroesExist
8:49handmade_world_mode.cpp: Consider how to deal with HeroesExist
10:084coder: Bug with buffer position loss
10:084coder: Bug with buffer position loss
10:084coder: Bug with buffer position loss
11:27handmade_world_mode.cpp: Make UpdateAndRenderWorld set HeroesExist by looping through the controllers
11:27handmade_world_mode.cpp: Make UpdateAndRenderWorld set HeroesExist by looping through the controllers
11:27handmade_world_mode.cpp: Make UpdateAndRenderWorld set HeroesExist by looping through the controllers
16:57handmade_world_mode.cpp: Shuffle UpdateAndRenderWorld and delete superfluous code
16:57handmade_world_mode.cpp: Shuffle UpdateAndRenderWorld and delete superfluous code
16:57handmade_world_mode.cpp: Shuffle UpdateAndRenderWorld and delete superfluous code
19:01handmade_brain.cpp: Move the Planted mode code in from handmade_world_mode.cpp
19:01handmade_brain.cpp: Move the Planted mode code in from handmade_world_mode.cpp
19:01handmade_brain.cpp: Move the Planted mode code in from handmade_world_mode.cpp
21:53handmade_entity.h: Add ddtBob and MoveSpec to entity
21:53handmade_entity.h: Add ddtBob and MoveSpec to entity
21:53handmade_entity.h: Add ddtBob and MoveSpec to entity
26:37handmade_brain.cpp: Make ExecuteBrain give the head some movement
26:37handmade_brain.cpp: Make ExecuteBrain give the head some movement
26:37handmade_brain.cpp: Make ExecuteBrain give the head some movement
30:24handmade.cpp: Add ddP to controlled_hero
30:24handmade.cpp: Add ddP to controlled_hero
30:24handmade.cpp: Add ddP to controlled_hero
32:35Debugger: Investigate why we're not getting any acceleration
32:35Debugger: Investigate why we're not getting any acceleration
32:35Debugger: Investigate why we're not getting any acceleration
34:47handmade_world_mode.cpp: Make UpdateAndRenderWorld correctly set the ddP
34:47handmade_world_mode.cpp: Make UpdateAndRenderWorld correctly set the ddP
34:47handmade_world_mode.cpp: Make UpdateAndRenderWorld correctly set the ddP
36:05Run the game and move around
36:05Run the game and move around
36:05Run the game and move around
36:45handmade_brain.cpp: Move in the Familiar, FloatyThingForNow and Monstar code from handmade_world_mode.cpp
36:45handmade_brain.cpp: Move in the Familiar, FloatyThingForNow and Monstar code from handmade_world_mode.cpp
36:45handmade_brain.cpp: Move in the Familiar, FloatyThingForNow and Monstar code from handmade_world_mode.cpp
39:48handmade_world_mode.cpp: Figure out a way to get rid of Entity->Type and remove the Stairwell and Floor types
39:48handmade_world_mode.cpp: Figure out a way to get rid of Entity->Type and remove the Stairwell and Floor types
39:48handmade_world_mode.cpp: Figure out a way to get rid of Entity->Type and remove the Stairwell and Floor types
42:09handmade_world_mode.cpp: Allow anyone to draw their collision rectangles
42:09handmade_world_mode.cpp: Allow anyone to draw their collision rectangles
42:09handmade_world_mode.cpp: Allow anyone to draw their collision rectangles
42:37Run the game and view the collision rectangles
42:37Run the game and view the collision rectangles
42:37Run the game and view the collision rectangles
43:53handmade_world_mode.cpp: Compress these entity types
43:53handmade_world_mode.cpp: Compress these entity types
43:53handmade_world_mode.cpp: Compress these entity types
46:16handmade_entity.h: Introduce entity_visible_piece
46:16handmade_entity.h: Introduce entity_visible_piece
46:16handmade_entity.h: Introduce entity_visible_piece
50:28handmade_world_mode.cpp: Reimplement the Wall using entity_visible_piece
50:28handmade_world_mode.cpp: Reimplement the Wall using entity_visible_piece
50:28handmade_world_mode.cpp: Reimplement the Wall using entity_visible_piece
53:44Run the game and see no walls
53:44Run the game and see no walls
53:44Run the game and see no walls
53:57handmade_world_mode.cpp: Make AddWall call AddPiece
53:57handmade_world_mode.cpp: Make AddWall call AddPiece
53:57handmade_world_mode.cpp: Make AddWall call AddPiece
54:48Describe this process of enabling entities to prescribe how they will be rendered
54:48Describe this process of enabling entities to prescribe how they will be rendered
54:48Describe this process of enabling entities to prescribe how they will be rendered
55:37handmade_world_mode.cpp: Introduce AddPiece
55:37handmade_world_mode.cpp: Introduce AddPiece
55:37handmade_world_mode.cpp: Introduce AddPiece
57:26Run the game and see the trees
57:26Run the game and see the trees
57:26Run the game and see the trees
57:45handmade_world_mode.cpp: Temporarily make AddWall apply some EffectsEntropy to the Piece->Color
57:45handmade_world_mode.cpp: Temporarily make AddWall apply some EffectsEntropy to the Piece->Color
57:45handmade_world_mode.cpp: Temporarily make AddWall apply some EffectsEntropy to the Piece->Color
59:17Run the game and admire the randomly coloured trees
59:17Run the game and admire the randomly coloured trees
59:17Run the game and admire the randomly coloured trees
1:00:12Q&A
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1:00:12Q&A
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1:00:12Q&A
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1:02:05anonymous519 Recently came across this1. Please read the abstract and tell me what you think
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1:02:05anonymous519 Recently came across this1. Please read the abstract and tell me what you think
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1:02:05anonymous519 Recently came across this1. Please read the abstract and tell me what you think
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1:04:48neitchzehrer Is there a limit to the colors you can have?
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1:04:48neitchzehrer Is there a limit to the colors you can have?
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1:04:48neitchzehrer Is there a limit to the colors you can have?
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1:05:33longboolean Will you need to have an entity type at some level, like when generating the world, placing trees and whatnot?
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1:05:33longboolean Will you need to have an entity type at some level, like when generating the world, placing trees and whatnot?
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1:05:33longboolean Will you need to have an entity type at some level, like when generating the world, placing trees and whatnot?
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1:06:45Consider the reaps paper
1:06:45Consider the reaps paper
1:06:45Consider the reaps paper
1:09:31neitchzehrer Colors of the trees, the hero, enemies, etc.
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1:09:31neitchzehrer Colors of the trees, the hero, enemies, etc.
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1:09:31neitchzehrer Colors of the trees, the hero, enemies, etc.
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1:10:02ingenero I've been a little lost the last few days. Would you mind giving a brief recap of what you're trying to do to the entity system now?
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1:10:02ingenero I've been a little lost the last few days. Would you mind giving a brief recap of what you're trying to do to the entity system now?
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1:10:02ingenero I've been a little lost the last few days. Would you mind giving a brief recap of what you're trying to do to the entity system now?
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1:13:24dudeinbasement1 Thoughts on avoiding denormalized floating-point on console platforms? Do they all have a -ffast-math?
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1:13:24dudeinbasement1 Thoughts on avoiding denormalized floating-point on console platforms? Do they all have a -ffast-math?
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1:13:24dudeinbasement1 Thoughts on avoiding denormalized floating-point on console platforms? Do they all have a -ffast-math?
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1:14:21neitchzehrer My apologies. Yes, limits in the game design
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1:14:21neitchzehrer My apologies. Yes, limits in the game design
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1:14:21neitchzehrer My apologies. Yes, limits in the game design
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1:15:01anonymous519 Can you explain the difference between how you manage memory at work and how you're currently doing it in Handmade Hero?
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1:15:01anonymous519 Can you explain the difference between how you manage memory at work and how you're currently doing it in Handmade Hero?
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1:15:01anonymous519 Can you explain the difference between how you manage memory at work and how you're currently doing it in Handmade Hero?
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1:15:14longboolean Will monsters and other things be able to attack each other (friendly fire), like a witch accidentally shrinks a goblin or something?
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1:15:14longboolean Will monsters and other things be able to attack each other (friendly fire), like a witch accidentally shrinks a goblin or something?
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1:15:14longboolean Will monsters and other things be able to attack each other (friendly fire), like a witch accidentally shrinks a goblin or something?
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1:15:36billdstrong Would we do anything differently if we wanted to have HDR capabilities in the game?
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1:15:36billdstrong Would we do anything differently if we wanted to have HDR capabilities in the game?
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1:15:36billdstrong Would we do anything differently if we wanted to have HDR capabilities in the game?
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1:16:25realist_01 Can you answer my previous question? People would like to see your pre-streams on YouTube
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1:16:25realist_01 Can you answer my previous question? People would like to see your pre-streams on YouTube
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1:16:25realist_01 Can you answer my previous question? People would like to see your pre-streams on YouTube
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1:17:11anonymous519 The reason I ask is because I really like the idea of allocating up front and managing all memory myself as in Handmade Hero, but I'm not sure if I'm just shooting myself in the foot by not using malloc / free
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1:17:11anonymous519 The reason I ask is because I really like the idea of allocating up front and managing all memory myself as in Handmade Hero, but I'm not sure if I'm just shooting myself in the foot by not using malloc / free
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1:17:11anonymous519 The reason I ask is because I really like the idea of allocating up front and managing all memory myself as in Handmade Hero, but I'm not sure if I'm just shooting myself in the foot by not using malloc / free
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1:20:23Wrap it up
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1:20:23Wrap it up
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1:20:23Wrap it up
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