Handmade Hero»Episode Guide
Running Multiple Sim Regions
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0:14Recap and set the stage for the day
0:14Recap and set the stage for the day
0:14Recap and set the stage for the day
1:42Run the game and consider the plan for implementing multiple sim regions
1:42Run the game and consider the plan for implementing multiple sim regions
1:42Run the game and consider the plan for implementing multiple sim regions
5:47handmade_world_mode.cpp: Consider how the UpdateAndRender*() functions are currently operating, and whether or not to split them up
5:47handmade_world_mode.cpp: Consider how the UpdateAndRender*() functions are currently operating, and whether or not to split them up
5:47handmade_world_mode.cpp: Consider how the UpdateAndRender*() functions are currently operating, and whether or not to split them up
11:24handmade_brain.cpp: Look into why RenderGroup gets passed down to the brain
11:24handmade_brain.cpp: Look into why RenderGroup gets passed down to the brain
11:24handmade_brain.cpp: Look into why RenderGroup gets passed down to the brain
12:45handmade_brain.cpp: Prevent ExecuteBrain() from setting AlwaysBehind and AlwaysInFrontOf, and run the game to see how the body and head are sorted
12:45handmade_brain.cpp: Prevent ExecuteBrain() from setting AlwaysBehind and AlwaysInFrontOf, and run the game to see how the body and head are sorted
12:45handmade_brain.cpp: Prevent ExecuteBrain() from setting AlwaysBehind and AlwaysInFrontOf, and run the game to see how the body and head are sorted
14:21handmade_world_mode.cpp: Carve off the rendering code in UpdateAndRenderSimRegion() and determine which of its arguments may be optional
14:21handmade_world_mode.cpp: Carve off the rendering code in UpdateAndRenderSimRegion() and determine which of its arguments may be optional
14:21handmade_world_mode.cpp: Carve off the rendering code in UpdateAndRenderSimRegion() and determine which of its arguments may be optional
21:31handmade_entity.cpp: Do that same process for UpdateAndRenderEntities()
21:31handmade_entity.cpp: Do that same process for UpdateAndRenderEntities()
21:31handmade_entity.cpp: Do that same process for UpdateAndRenderEntities()
26:10handmade_world_mode.cpp: Run the game, then toggle off the rendering in UpdateAndRenderWorld()
26:10handmade_world_mode.cpp: Run the game, then toggle off the rendering in UpdateAndRenderWorld()
26:10handmade_world_mode.cpp: Run the game, then toggle off the rendering in UpdateAndRenderWorld()
27:05handmade_brain.cpp: Make ExecuteBrain() only run the controller code if it has an Input
27:05handmade_brain.cpp: Make ExecuteBrain() only run the controller code if it has an Input
27:05handmade_brain.cpp: Make ExecuteBrain() only run the controller code if it has an Input
30:34handmade_world_mode.cpp: Make UpdateAndRenderSimRegion() only process the mouse if it has Input
30:34handmade_world_mode.cpp: Make UpdateAndRenderSimRegion() only process the mouse if it has Input
30:34handmade_world_mode.cpp: Make UpdateAndRenderSimRegion() only process the mouse if it has Input
32:41handmade_world_mode.cpp: Make UpdateAndRenderWorld() call UpdateAndRenderSimRegion() twice, run the game and see what happens
32:41handmade_world_mode.cpp: Make UpdateAndRenderWorld() call UpdateAndRenderSimRegion() twice, run the game and see what happens
32:41handmade_world_mode.cpp: Make UpdateAndRenderWorld() call UpdateAndRenderSimRegion() twice, run the game and see what happens
35:38handmade_world_mode.cpp: Make UpdateAndRenderWorld() do an UpdateAndRenderSimRegion() on a second region
35:38handmade_world_mode.cpp: Make UpdateAndRenderWorld() do an UpdateAndRenderSimRegion() on a second region
35:38handmade_world_mode.cpp: Make UpdateAndRenderWorld() do an UpdateAndRenderSimRegion() on a second region
36:58Run the game and zoom out to see two regions being simulated
36:58Run the game and zoom out to see two regions being simulated
36:58Run the game and zoom out to see two regions being simulated
38:16Q&A
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38:16Q&A
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38:16Q&A
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39:28f1aw Did you make that debug UI yourself?
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39:28f1aw Did you make that debug UI yourself?
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39:28f1aw Did you make that debug UI yourself?
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40:12nyeecola Have you thought about refactoring your "brain" code to make use of virtual methods? Switch statements on "type" is basically replicating the type system and is a bit of a code smell
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40:12nyeecola Have you thought about refactoring your "brain" code to make use of virtual methods? Switch statements on "type" is basically replicating the type system and is a bit of a code smell
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40:12nyeecola Have you thought about refactoring your "brain" code to make use of virtual methods? Switch statements on "type" is basically replicating the type system and is a bit of a code smell
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44:16montify Do you use keyboard only at your day job? Are you faster without the mouse?
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44:16montify Do you use keyboard only at your day job? Are you faster without the mouse?
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44:16montify Do you use keyboard only at your day job? Are you faster without the mouse?
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44:58nxsy I missed the reason the two areas on the screen are discontinuous. Are these two sim regions of a larger world?
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44:58nxsy I missed the reason the two areas on the screen are discontinuous. Are these two sim regions of a larger world?
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44:58nxsy I missed the reason the two areas on the screen are discontinuous. Are these two sim regions of a larger world?
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45:26Run the game in -O2 and traverse the world towards the other sim region
45:26Run the game in -O2 and traverse the world towards the other sim region
45:26Run the game in -O2 and traverse the world towards the other sim region
47:42longboolean What do you think about changing float values in the debug system by the distance you drag? Example: longer drag distance == bigger increments / decrements of the value, shorter drag distance == smaller increment / decrements
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47:42longboolean What do you think about changing float values in the debug system by the distance you drag? Example: longer drag distance == bigger increments / decrements of the value, shorter drag distance == smaller increment / decrements
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47:42longboolean What do you think about changing float values in the debug system by the distance you drag? Example: longer drag distance == bigger increments / decrements of the value, shorter drag distance == smaller increment / decrements
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49:04nambitable Couldn't you use CMake to generate visual studio solutions for windows?
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49:04nambitable Couldn't you use CMake to generate visual studio solutions for windows?
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49:04nambitable Couldn't you use CMake to generate visual studio solutions for windows?
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50:36septumtesseract What books do you recommend for C programming?
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50:36septumtesseract What books do you recommend for C programming?
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50:36septumtesseract What books do you recommend for C programming?
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51:41soysaucethekid How about for learning OpenGL?1
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51:41soysaucethekid How about for learning OpenGL?1
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51:41soysaucethekid How about for learning OpenGL?1
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53:40Plug Nsight2
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53:40Plug Nsight2
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53:40Plug Nsight2
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55:56dandymcgee "RenderDoc" is a pretty amazing tool, and I've found it to be more compatible than Nsight3
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55:56dandymcgee "RenderDoc" is a pretty amazing tool, and I've found it to be more compatible than Nsight3
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55:56dandymcgee "RenderDoc" is a pretty amazing tool, and I've found it to be more compatible than Nsight3
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57:06Wind it down
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57:06Wind it down
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57:06Wind it down
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58:06Announcement: A potential change in the format
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58:06Announcement: A potential change in the format
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58:06Announcement: A potential change in the format
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