is presently its sole maintainer,
You can support him:
Run the game and demo an unfortunate artifact when transitioning between floors
Consider the current issues with the stairwells in general, and alternative means of transitioning between floors
Determine to implement boost pads
handmade_render_group.h: Remove the concept of a floor apron
handmade_entity.h: Add a traversable_reference AutoBoostTo to the entity struct
handmade_world_mode.cpp: Make AddStandardRoom() take LeftHole and RightHole booleans and generate those holes on alternate floors
Run the game and admire the hole
handmade_world_mode.cpp: Determine to enable AddStandardRoom() to generate boost pads between floors
Describe the need for an editable room, without the sim and the apron, and consider how to go about making that
handmade_world_mode.cpp: Make PlayWorld() start the player off at the last screen created
Run the game and see that we're starting off on top
Blackboard: Linking floors with teleporters
handmade_world_mode.cpp: Enable PlayWorld() to link holes to locations on the floor below
handmade_world_mode.cpp: Enable AddStandardRoom() to generate teleportation points between those locations
handmade_entity.cpp: Make UpdateAndRenderEntities() colour the boost pads
Run the game, see no boost pads and investigate why
handmade_world.cpp: Make PackEntityIntoChunk() and ConnectEntityPoints() operate on the AutoBoostTo
Run the game and see that the boost pad is set
handmade_world_mode.cpp: Make AddStandardRoom() position the boost pad at the top-left of the hole
internal_static_void Q: About my first question, will I be able to view it again, because I was really interested about your answer?
arigato_corleone Q: Are you using entity component system architecture or different?
hida_akano Q: Have you come up with a story for the game yet?
dr_s80 Q: I recall when you were writing the head / body behavior code you wanted to ensure the player always had control of the head. Is this "auto-hopping" going to interfere with that?
sean_bryant Q: Can the player fall in the hole versus jumping on purposes?
longboolean Q: In theory could these jump pads be on the same level and used like the jump pads in Portal 2?
torgdor Q: Will multi-part entities like the snake be able to go through holes?
arigato_corleone Q: What are your thoughts on voxel rendering and / or ray tracing?
dr_s80 Q: Regarding head / body, the player controls the head onto the jump pad, but then the game needs to animate both the head and body down, right? I thought so far the head was always responsive to player input (not tied to an animation), and the body just followed. Sorry, I may not be explaining clearly
internal_static_void Q: Opinion on Vulkan, other than it being really hard?
zilarrezko Q: How are holes and teleport pads going to help us find The Variable?
arigato_corleone Q: Any tips for someone interested in game engines considering getting into the games industry?
thestraubulous Q: Do you have a set streaming schedule?
Go right into mentioning the streaming schedule