Debugging Particle Camera Offset Motion
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1:17Run the game and consider our current situation with entities being incorrectly displaced while the camera moves
1:17Run the game and consider our current situation with entities being incorrectly displaced while the camera moves
1:17Run the game and consider our current situation with entities being incorrectly displaced while the camera moves
4:09handmade_particles.cpp: Try temporarily nullifying the FrameDisplacement, run the game and see what happens
4:09handmade_particles.cpp: Try temporarily nullifying the FrameDisplacement, run the game and see what happens
4:09handmade_particles.cpp: Try temporarily nullifying the FrameDisplacement, run the game and see what happens
6:04handmade_particles.h: Add FloorZ and ChunkZ to the particle_4x struct
6:04handmade_particles.h: Add FloorZ and ChunkZ to the particle_4x struct
6:04handmade_particles.h: Add FloorZ and ChunkZ to the particle_4x struct
8:08handmade_particles.cpp: Make SpawnFire() take FloorZ and ChunkZ and enable UpdateAndRenderFire() to compute the transform from these values
8:08handmade_particles.cpp: Make SpawnFire() take FloorZ and ChunkZ and enable UpdateAndRenderFire() to compute the transform from these values
8:08handmade_particles.cpp: Make SpawnFire() take FloorZ and ChunkZ and enable UpdateAndRenderFire() to compute the transform from these values
13:48Run the game to see if that affects things and consider why we see that sinusoidal slippage
13:48Run the game to see if that affects things and consider why we see that sinusoidal slippage
13:48Run the game to see if that affects things and consider why we see that sinusoidal slippage
26:13Debugger: Step in to SpawnFire() and compare the transforms of a particle and its calling entity
26:13Debugger: Step in to SpawnFire() and compare the transforms of a particle and its calling entity
26:13Debugger: Step in to SpawnFire() and compare the transforms of a particle and its calling entity
30:07handmade_particles.cpp: Make UpdateAndRenderFire() set the particle's OffsetP to OffsetP + P, before nullifying that P
30:07handmade_particles.cpp: Make UpdateAndRenderFire() set the particle's OffsetP to OffsetP + P, before nullifying that P
30:07handmade_particles.cpp: Make UpdateAndRenderFire() set the particle's OffsetP to OffsetP + P, before nullifying that P
33:06Run the game and see if this is more correct
33:06Run the game and see if this is more correct
33:06Run the game and see if this is more correct
34:20handmade_particles.cpp: Keep the particles in one place, run the game and watch how they move
34:20handmade_particles.cpp: Keep the particles in one place, run the game and watch how they move
34:20handmade_particles.cpp: Keep the particles in one place, run the game and watch how they move
38:16build.bat: Switch to -O2, run the game, crash and investigate why
38:16build.bat: Switch to -O2, run the game, crash and investigate why
38:16build.bat: Switch to -O2, run the game, crash and investigate why
44:43Explain the bug with us doing an unaligned load
44:43Explain the bug with us doing an unaligned load
44:43Explain the bug with us doing an unaligned load
46:46handmade_world_mode.cpp: Pass AlignNoClear(16) to the PushStruct() call which sets the ParticleCache, run the game and find that that fixed it
46:46handmade_world_mode.cpp: Pass AlignNoClear(16) to the PushStruct() call which sets the ParticleCache, run the game and find that that fixed it
46:46handmade_world_mode.cpp: Pass AlignNoClear(16) to the PushStruct() call which sets the ParticleCache, run the game and find that that fixed it
47:19Switch to the software renderer, observe the corkscrew motion in the particles and consider how to fix it
47:19Switch to the software renderer, observe the corkscrew motion in the particles and consider how to fix it
47:19Switch to the software renderer, observe the corkscrew motion in the particles and consider how to fix it
50:29handmade_particles.cpp: Make UpdateAndRenderFire() pass 0 as the alignment to PushBitmap(), run the game to see if that affects it, and continue investigating
50:29handmade_particles.cpp: Make UpdateAndRenderFire() pass 0 as the alignment to PushBitmap(), run the game to see if that affects it, and continue investigating
50:29handmade_particles.cpp: Make UpdateAndRenderFire() pass 0 as the alignment to PushBitmap(), run the game to see if that affects it, and continue investigating
54:57Q&A
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54:57Q&A
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54:57Q&A
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55:17nxsy Look at the screen border while you're doing it
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55:17nxsy Look at the screen border while you're doing it
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55:17nxsy Look at the screen border while you're doing it
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57:17cyberpunkhobo Entities get displaced by the modified CameraP during room transitions, I think
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57:17cyberpunkhobo Entities get displaced by the modified CameraP during room transitions, I think
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57:17cyberpunkhobo Entities get displaced by the modified CameraP during room transitions, I think
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57:52cyberpunkhobo What if you disable the parabolic camera transition between rooms?
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57:52cyberpunkhobo What if you disable the parabolic camera transition between rooms?
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57:52cyberpunkhobo What if you disable the parabolic camera transition between rooms?
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58:27handmade_sim_region.cpp: Toggle off the parabolic camera, run the game and see that the entity displacement is now solid
58:27handmade_sim_region.cpp: Toggle off the parabolic camera, run the game and see that the entity displacement is now solid
58:27handmade_sim_region.cpp: Toggle off the parabolic camera, run the game and see that the entity displacement is now solid
1:02:57handmade_world_mode.cpp: Try setting CameraP.z and then CameraP.y to 0, run the game and see how that affects it
1:02:57handmade_world_mode.cpp: Try setting CameraP.z and then CameraP.y to 0, run the game and see how that affects it
1:02:57handmade_world_mode.cpp: Try setting CameraP.z and then CameraP.y to 0, run the game and see how that affects it
1:05:03handmade_entity.cpp: Note that UpdateAndRenderEntities() is erroneously using the CameraOffset.z to set the floor height, and make it use CameraP
1:05:03handmade_entity.cpp: Note that UpdateAndRenderEntities() is erroneously using the CameraOffset.z to set the floor height, and make it use CameraP
1:05:03handmade_entity.cpp: Note that UpdateAndRenderEntities() is erroneously using the CameraOffset.z to set the floor height, and make it use CameraP
1:07:00handmade_particles.cpp: Make UpdateAndRenderParticleSystems() and UpdateAndRenderFire() take CameraP
1:07:00handmade_particles.cpp: Make UpdateAndRenderParticleSystems() and UpdateAndRenderFire() take CameraP
1:07:00handmade_particles.cpp: Make UpdateAndRenderParticleSystems() and UpdateAndRenderFire() take CameraP
1:08:38Run the game and see that it sort of worked
1:08:38Run the game and see that it sort of worked
1:08:38Run the game and see that it sort of worked
1:10:36mixthemeow Full on 3D would probably be less complicated at this point
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1:10:36mixthemeow Full on 3D would probably be less complicated at this point
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1:10:36mixthemeow Full on 3D would probably be less complicated at this point
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1:14:33boogie_improper What is the difference between Handmade Hero and 1935?
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1:14:33boogie_improper What is the difference between Handmade Hero and 1935?
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1:14:33boogie_improper What is the difference between Handmade Hero and 1935?
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1:14:56jayphi So just now the fix only applied to the particles? Because the borders are still moving
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1:14:56jayphi So just now the fix only applied to the particles? Because the borders are still moving
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1:14:56jayphi So just now the fix only applied to the particles? Because the borders are still moving
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1:15:12nxsy In the code, I think they mean
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1:15:12nxsy In the code, I think they mean
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1:15:12nxsy In the code, I think they mean
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1:19:12erdomina Are we able to change the projection in this game?
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1:19:12erdomina Are we able to change the projection in this game?
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1:19:12erdomina Are we able to change the projection in this game?
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1:19:36zuurr_ In UpdateAndRenderEntities (in handmade_entity.h) is the MovementMode_AngleAttackSwipe case missing a break or is the fall-through intentional
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1:19:36zuurr_ In UpdateAndRenderEntities (in handmade_entity.h) is the MovementMode_AngleAttackSwipe case missing a break or is the fall-through intentional
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1:19:36zuurr_ In UpdateAndRenderEntities (in handmade_entity.h) is the MovementMode_AngleAttackSwipe case missing a break or is the fall-through intentional
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1:19:49dragoonx6 How far would you say you are with developing the game? How many episodes can we still expect?
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1:19:49dragoonx6 How far would you say you are with developing the game? How many episodes can we still expect?
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1:19:49dragoonx6 How far would you say you are with developing the game? How many episodes can we still expect?
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1:21:16serge_rgb Do you find it difficult to context-switch between 1935 and Handmade Hero, and, if so, has it gotten easier with time?
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1:21:16serge_rgb Do you find it difficult to context-switch between 1935 and Handmade Hero, and, if so, has it gotten easier with time?
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1:21:16serge_rgb Do you find it difficult to context-switch between 1935 and Handmade Hero, and, if so, has it gotten easier with time?
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1:23:54Go back and end the stream
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1:23:54Go back and end the stream
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1:23:54Go back and end the stream
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