is presently its sole maintainer,
You can support him:
handmade_sim_region.cpp: Remove the EntityOverlapsRectangle call in BeginSim
Run the game and set the stage for moving all the entities to the new path
handmade_brain.cpp: Make ExecuteBrain use the ddP2 rather than the ddP
handmade_world_mode.cpp: Make AddPiece take an Offset
handmade_world_mode.cpp: Make AddMonstar call AddPiece
Run the game and see the Monstar
handmade_world_mode.cpp: Make AddPlayer call AddPiece
handmade_world_mode.cpp: Consider how to proceed with the HeroBody and Familiar
handmade_world_mode.cpp: Make AddPlayer do AddPiece calls for the Shadow, Torso and Cape, leaving out the animated portion of it
Run the game and see everyone but the Familiar
handmade_world_mode.cpp: Make AddFamiliar call AddPiece
Run the game and see everyone
handmade_entity.h: Introduce entity_visible_piece_movement with AxesDeform and BobOffset
handmade_world_mode.cpp: Make the Familiar set the BobOffset flag, and the Hero set the AxesDeform one for the Cape
handmade_world_mode.cpp: Make the HeroBody do AxesDeform
handmade_world_mode.cpp: Make BeginLowEntity correctly set the axes
Run the game and see that we're properly deforming
handmade_entity.h: Remove entity_type from entity and see who needed it
Run the game with the notion of entity_types gone
handmade_brain.h: Introduce brain_hero, brain_monstar and brain_familiar
handmade_world_mode.cpp: Make a Brain_Familiar case
handmade_brain.h: Make BrainSlotFor_ take Type
handmade_entity.h: Remove BrainType from entity and deal with the resultant compile errors
Run the game and find that nothing has changed
quarter Q: Were you trapped in an elevator today?
themarsalla Q: If you are nuking the concept of an entity type but still keeping everything tightly bound in the brain, what real gain does all of this work give us? Didn't we just shift responsibility into the brain?
abner Q: After all this time, are finally you used to programming live? Is this a comfortable habit now?
longboolean Q: Could you explain again what you just did with the brain slot? That went a little fast for me
thesizik Q: How would you handle something like mind-controlling other entities, or having your mind swapped into a differently-structured body?
handmade_brain.cpp: Implement mind control in ExecuteBrain
handmade_brain.h: Introduce NoBrain
Run the game and take control of the familiar
handmade_brain.cpp: Make ExecuteBrain swap the BrainID and BrainSlot
handmade_world_mode.cpp: Make PlayWorld set everything to NullCollision
Run the game and toggle between the familiar and the original hero
handmade_world_mode.cpp: Make AddMonstar set a brain
Run the game and mind-control the monstar and the familiar
arkandosde Q: When will we implement the zombie brain?
Wrap it up