Adding Boost Pads
?
?

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)
1:14Run the game and demo an unfortunate artifact when transitioning between floors
1:14Run the game and demo an unfortunate artifact when transitioning between floors
1:14Run the game and demo an unfortunate artifact when transitioning between floors
3:20Consider the current issues with the stairwells in general, and alternative means of transitioning between floors
3:20Consider the current issues with the stairwells in general, and alternative means of transitioning between floors
3:20Consider the current issues with the stairwells in general, and alternative means of transitioning between floors
11:56Determine to implement boost pads
11:56Determine to implement boost pads
11:56Determine to implement boost pads
13:39handmade_render_group.h: Remove the concept of a floor apron
13:39handmade_render_group.h: Remove the concept of a floor apron
13:39handmade_render_group.h: Remove the concept of a floor apron
15:09handmade_entity.h: Add a traversable_reference AutoBoostTo to the entity struct
15:09handmade_entity.h: Add a traversable_reference AutoBoostTo to the entity struct
15:09handmade_entity.h: Add a traversable_reference AutoBoostTo to the entity struct
17:00handmade_world_mode.cpp: Make AddStandardRoom() take LeftHole and RightHole booleans and generate those holes on alternate floors
17:00handmade_world_mode.cpp: Make AddStandardRoom() take LeftHole and RightHole booleans and generate those holes on alternate floors
17:00handmade_world_mode.cpp: Make AddStandardRoom() take LeftHole and RightHole booleans and generate those holes on alternate floors
20:33Run the game and admire the hole
20:33Run the game and admire the hole
20:33Run the game and admire the hole
21:07handmade_world_mode.cpp: Determine to enable AddStandardRoom() to generate boost pads between floors
21:07handmade_world_mode.cpp: Determine to enable AddStandardRoom() to generate boost pads between floors
21:07handmade_world_mode.cpp: Determine to enable AddStandardRoom() to generate boost pads between floors
23:40Describe the need for an editable room, without the sim and the apron, and consider how to go about making that
23:40Describe the need for an editable room, without the sim and the apron, and consider how to go about making that
23:40Describe the need for an editable room, without the sim and the apron, and consider how to go about making that
28:34handmade_world_mode.cpp: Make PlayWorld() start the player off at the last screen created
28:34handmade_world_mode.cpp: Make PlayWorld() start the player off at the last screen created
28:34handmade_world_mode.cpp: Make PlayWorld() start the player off at the last screen created
30:33Run the game and see that we're starting off on top
30:33Run the game and see that we're starting off on top
30:33Run the game and see that we're starting off on top
32:12Blackboard: Linking floors with teleporters
32:12Blackboard: Linking floors with teleporters
32:12Blackboard: Linking floors with teleporters
33:01handmade_world_mode.cpp: Enable PlayWorld() to link holes to locations on the floor below
33:01handmade_world_mode.cpp: Enable PlayWorld() to link holes to locations on the floor below
33:01handmade_world_mode.cpp: Enable PlayWorld() to link holes to locations on the floor below
36:24handmade_world_mode.cpp: Enable AddStandardRoom() to generate teleportation points between those locations
36:24handmade_world_mode.cpp: Enable AddStandardRoom() to generate teleportation points between those locations
36:24handmade_world_mode.cpp: Enable AddStandardRoom() to generate teleportation points between those locations
38:32handmade_entity.cpp: Make UpdateAndRenderEntities() colour the boost pads
38:32handmade_entity.cpp: Make UpdateAndRenderEntities() colour the boost pads
38:32handmade_entity.cpp: Make UpdateAndRenderEntities() colour the boost pads
41:00Run the game, see no boost pads and investigate why
41:00Run the game, see no boost pads and investigate why
41:00Run the game, see no boost pads and investigate why
44:15handmade_world.cpp: Make PackEntityIntoChunk() and ConnectEntityPoints() operate on the AutoBoostTo
44:15handmade_world.cpp: Make PackEntityIntoChunk() and ConnectEntityPoints() operate on the AutoBoostTo
44:15handmade_world.cpp: Make PackEntityIntoChunk() and ConnectEntityPoints() operate on the AutoBoostTo
44:47Run the game and see that the boost pad is set
44:47Run the game and see that the boost pad is set
44:47Run the game and see that the boost pad is set
45:07handmade_world_mode.cpp: Make AddStandardRoom() position the boost pad at the top-left of the hole
45:07handmade_world_mode.cpp: Make AddStandardRoom() position the boost pad at the top-left of the hole
45:07handmade_world_mode.cpp: Make AddStandardRoom() position the boost pad at the top-left of the hole
46:03Q&A
🗩
46:03Q&A
🗩
46:03Q&A
🗩
47:16internal_static_void About my first question, will I be able to view it again, because I was really interested about your answer?
🗪
47:16internal_static_void About my first question, will I be able to view it again, because I was really interested about your answer?
🗪
47:16internal_static_void About my first question, will I be able to view it again, because I was really interested about your answer?
🗪
47:49arigato_corleone Are you using entity component system architecture or different?
🗪
47:49arigato_corleone Are you using entity component system architecture or different?
🗪
47:49arigato_corleone Are you using entity component system architecture or different?
🗪
49:33hida_akano Have you come up with a story for the game yet?
🗪
49:33hida_akano Have you come up with a story for the game yet?
🗪
49:33hida_akano Have you come up with a story for the game yet?
🗪
49:45dr_s80 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?
🗪
49:45dr_s80 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?
🗪
49:45dr_s80 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?
🗪
50:46sean_bryant Can the player fall in the hole versus jumping on purposes?
🗪
50:46sean_bryant Can the player fall in the hole versus jumping on purposes?
🗪
50:46sean_bryant Can the player fall in the hole versus jumping on purposes?
🗪
51:00longboolean In theory could these jump pads be on the same level and used like the jump pads in Portal 2?
🗪
51:00longboolean In theory could these jump pads be on the same level and used like the jump pads in Portal 2?
🗪
51:00longboolean In theory could these jump pads be on the same level and used like the jump pads in Portal 2?
🗪
52:01torgdor Will multi-part entities like the snake be able to go through holes?
🗪
52:01torgdor Will multi-part entities like the snake be able to go through holes?
🗪
52:01torgdor Will multi-part entities like the snake be able to go through holes?
🗪
53:35arigato_corleone What are your thoughts on voxel rendering and / or ray tracing?
🗪
53:35arigato_corleone What are your thoughts on voxel rendering and / or ray tracing?
🗪
53:35arigato_corleone What are your thoughts on voxel rendering and / or ray tracing?
🗪
57:19dr_s80 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
🗪
57:19dr_s80 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
🗪
57:19dr_s80 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
🗪
58:36internal_static_void Opinion on Vulkan, other than it being really hard?
🗪
58:36internal_static_void Opinion on Vulkan, other than it being really hard?
🗪
58:36internal_static_void Opinion on Vulkan, other than it being really hard?
🗪
1:00:11zilarrezko How are holes and teleport pads going to help us find The Variable?
🗪
1:00:11zilarrezko How are holes and teleport pads going to help us find The Variable?
🗪
1:00:11zilarrezko How are holes and teleport pads going to help us find The Variable?
🗪
1:01:06arigato_corleone Any tips for someone interested in game engines considering getting into the games industry?
🗪
1:01:06arigato_corleone Any tips for someone interested in game engines considering getting into the games industry?
🗪
1:01:06arigato_corleone Any tips for someone interested in game engines considering getting into the games industry?
🗪
1:01:46thestraubulous Do you have a set streaming schedule?
🗪
1:01:46thestraubulous Do you have a set streaming schedule?
🗪
1:01:46thestraubulous Do you have a set streaming schedule?
🗪
1:01:56Go right into mentioning the streaming schedule
🗩
1:01:56Go right into mentioning the streaming schedule
🗩
1:01:56Go right into mentioning the streaming schedule
🗩