is presently its sole maintainer,
You can support him:
Run the game and consider our current situation with entities being incorrectly displaced while the camera moves
handmade_particles.cpp: Try temporarily nullifying the FrameDisplacement, run the game and see what happens
handmade_particles.h: Add FloorZ and ChunkZ to the particle_4x struct
handmade_particles.cpp: Make SpawnFire() take FloorZ and ChunkZ and enable UpdateAndRenderFire() to compute the transform from these values
Run the game to see if that affects things and consider why we see that sinusoidal slippage
Debugger: Step in to SpawnFire() and compare the transforms of a particle and its calling entity
handmade_particles.cpp: Make UpdateAndRenderFire() set the particle's OffsetP to OffsetP + P, before nullifying that P
Run the game and see if this is more correct
handmade_particles.cpp: Keep the particles in one place, run the game and watch how they move
build.bat: Switch to -O2, run the game, crash and investigate why
Explain the bug with us doing an unaligned load
handmade_world_mode.cpp: Pass AlignNoClear(16) to the PushStruct() call which sets the ParticleCache, run the game and find that that fixed it
Switch to the software renderer, observe the corkscrew motion in the particles and consider how to fix it
handmade_particles.cpp: Make UpdateAndRenderFire() pass 0 as the alignment to PushBitmap(), run the game to see if that affects it, and continue investigating
nxsy Q: Look at the screen border while you're doing it
cyberpunkhobo Q: Entities get displaced by the modified CameraP during room transitions, I think
cyberpunkhobo Q: What if you disable the parabolic camera transition between rooms?
handmade_sim_region.cpp: Toggle off the parabolic camera, run the game and see that the entity displacement is now solid
handmade_world_mode.cpp: Try setting CameraP.z and then CameraP.y to 0, run the game and see how that affects it
handmade_entity.cpp: Note that UpdateAndRenderEntities() is erroneously using the CameraOffset.z to set the floor height, and make it use CameraP
handmade_particles.cpp: Make UpdateAndRenderParticleSystems() and UpdateAndRenderFire() take CameraP
Run the game and see that it sort of worked
mixthemeow Q: Full on 3D would probably be less complicated at this point
boogie_improper Q: What is the difference between Handmade Hero and 1935?
jayphi Q: So just now the fix only applied to the particles? Because the borders are still moving
nxsy Q: In the code, I think they mean
erdomina Q: Are we able to change the projection in this game?
zuurr_ Q: In UpdateAndRenderEntities (in handmade_entity.h) is the MovementMode_AngleAttackSwipe case missing a break or is the fall-through intentional
dragoonx6 Q: How far would you say you are with developing the game? How many episodes can we still expect?
serge_rgb Q: Do you find it difficult to context-switch between 1935 and Handmade Hero, and, if so, has it gotten easier with time?
Go back and end the stream