Improving Sort Keys Part 1
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0:37On the two kinds of Z-values necessary for presenting multiple layers of rooms to the viewer
0:37On the two kinds of Z-values necessary for presenting multiple layers of rooms to the viewer
0:37On the two kinds of Z-values necessary for presenting multiple layers of rooms to the viewer
2:39Recap and set the stage for the day
2:39Recap and set the stage for the day
2:39Recap and set the stage for the day
6:16handmade_render_group.cpp: Look through how the perspective transform is currently programmed
6:16handmade_render_group.cpp: Look through how the perspective transform is currently programmed
6:16handmade_render_group.cpp: Look through how the perspective transform is currently programmed
8:07Blackboard: Handling the "Changeover Point" between floors
8:07Blackboard: Handling the "Changeover Point" between floors
8:07Blackboard: Handling the "Changeover Point" between floors
14:00Blackboard: Sorting entities in Y and Z using a "Hotpoint Rule"
14:00Blackboard: Sorting entities in Y and Z using a "Hotpoint Rule"
14:00Blackboard: Sorting entities in Y and Z using a "Hotpoint Rule"
24:45Blackboard: Consider these cases for any possible insights
24:45Blackboard: Consider these cases for any possible insights
24:45Blackboard: Consider these cases for any possible insights
36:23Blackboard: Placing the sort point differently depending on whether or not the entity is upright
36:23Blackboard: Placing the sort point differently depending on whether or not the entity is upright
36:23Blackboard: Placing the sort point differently depending on whether or not the entity is upright
39:08handmade_render_group.cpp: Look through PushBitmap to see how it currently does the sort
39:08handmade_render_group.cpp: Look through PushBitmap to see how it currently does the sort
39:08handmade_render_group.cpp: Look through PushBitmap to see how it currently does the sort
41:42handmade_render_group.cpp: Make GetRenderEntityBasisP calculate the SortKey using a PerspectiveZ, DisplacementZ, PerspectiveSortTerm, YSortTerm and ZSortTerm
41:42handmade_render_group.cpp: Make GetRenderEntityBasisP calculate the SortKey using a PerspectiveZ, DisplacementZ, PerspectiveSortTerm, YSortTerm and ZSortTerm
41:42handmade_render_group.cpp: Make GetRenderEntityBasisP calculate the SortKey using a PerspectiveZ, DisplacementZ, PerspectiveSortTerm, YSortTerm and ZSortTerm
55:58Consider the risk of having two important points on a bitmap, and to what degree they tend to line up
55:58Consider the risk of having two important points on a bitmap, and to what degree they tend to line up
55:58Consider the risk of having two important points on a bitmap, and to what degree they tend to line up
56:44Blackboard: Sorting multi-segment bodies
56:44Blackboard: Sorting multi-segment bodies
56:44Blackboard: Sorting multi-segment bodies
57:59handmade_render_group.cpp: Introduce ComputeSortKey in order to facilitate correct sorting of articulated figures
57:59handmade_render_group.cpp: Introduce ComputeSortKey in order to facilitate correct sorting of articulated figures
57:59handmade_render_group.cpp: Introduce ComputeSortKey in order to facilitate correct sorting of articulated figures
59:57handmade_render_group.cpp: Revert changes in GetRenderEntityBasisP for the time being
59:57handmade_render_group.cpp: Revert changes in GetRenderEntityBasisP for the time being
59:57handmade_render_group.cpp: Revert changes in GetRenderEntityBasisP for the time being
1:01:18Run the game and see the havoc
1:01:18Run the game and see the havoc
1:01:18Run the game and see the havoc
1:02:18handmade_entity.cpp: Plan for handling articulated figures next week
1:02:18handmade_entity.cpp: Plan for handling articulated figures next week
1:02:18handmade_entity.cpp: Plan for handling articulated figures next week
1:05:31Q&A
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1:05:31Q&A
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1:05:31Q&A
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1:06:12kknewkles Kind of didn't get it from the email - are you still up to putting a break sometime soon and make a little intro series to programming?
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1:06:12kknewkles Kind of didn't get it from the email - are you still up to putting a break sometime soon and make a little intro series to programming?
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1:06:12kknewkles Kind of didn't get it from the email - are you still up to putting a break sometime soon and make a little intro series to programming?
🗪
1:07:18dr_s80 Another use case to consider for the Y- / Z-sorting: "flat" things laying on top of other "flat" things (like a rug on a floor). How would the Y-sort position be set in this case, especially if the thing on top was larger than the thing(s) it was laying on?
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1:07:18dr_s80 Another use case to consider for the Y- / Z-sorting: "flat" things laying on top of other "flat" things (like a rug on a floor). How would the Y-sort position be set in this case, especially if the thing on top was larger than the thing(s) it was laying on?
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1:07:18dr_s80 Another use case to consider for the Y- / Z-sorting: "flat" things laying on top of other "flat" things (like a rug on a floor). How would the Y-sort position be set in this case, especially if the thing on top was larger than the thing(s) it was laying on?
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1:09:03kknewkles You wanted to go a bit more serious than Intro to C early on. Maybe you changed your mind since
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1:09:03kknewkles You wanted to go a bit more serious than Intro to C early on. Maybe you changed your mind since
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1:09:03kknewkles You wanted to go a bit more serious than Intro to C early on. Maybe you changed your mind since
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1:09:18garryjohanson What do you think of representing entities as 3D objects to keep things simple? Like cylinders for characters, and cubes for tiles and rooms?
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1:09:18garryjohanson What do you think of representing entities as 3D objects to keep things simple? Like cylinders for characters, and cubes for tiles and rooms?
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1:09:18garryjohanson What do you think of representing entities as 3D objects to keep things simple? Like cylinders for characters, and cubes for tiles and rooms?
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1:11:06Blackboard: Sorting rugs and floors
1:11:06Blackboard: Sorting rugs and floors
1:11:06Blackboard: Sorting rugs and floors
1:14:44Blackboard: Considering this in 3D
1:14:44Blackboard: Considering this in 3D
1:14:44Blackboard: Considering this in 3D
1:17:13acoto87 Maybe you need to sort the objects separately in both Y and Z and then solve the conflicts if an object A is before object B in the Y-sort and in reverse order in the Z-sort?
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1:17:13acoto87 Maybe you need to sort the objects separately in both Y and Z and then solve the conflicts if an object A is before object B in the Y-sort and in reverse order in the Z-sort?
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1:17:13acoto87 Maybe you need to sort the objects separately in both Y and Z and then solve the conflicts if an object A is before object B in the Y-sort and in reverse order in the Z-sort?
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1:20:28Close down, to be continued...
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1:20:28Close down, to be continued...
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1:20:28Close down, to be continued...
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