is presently its sole maintainer,
You can support him:
Recap the career-switching side-streams
todo.txt: Consult the TODO list and set the stage for the day's programming
Run the game to remind ourselves of where we are
handmade_world_mode.cpp: Reacquaint ourselves with how the region simulation works
handmade_sim_region.cpp: Reacquiant ourselves with how EndWorldChange() updates the camera
A few words on dependency reduction and functional programming
handmade_sim_region.cpp: Pull out the camera updating code from EndWorldChange() into a new UpdateCameraForEntityMovement() function
Run the game to find that the camera no longer functions
handmade_world_mode.cpp: Make UpdateAndRenderWorld() call UpdateCameraForEntityMovement()
Run the game to find that the camera now follows the hero again
handmade_sim_region.cpp: Reorganise the code and consider BeginWorldChange() and EndWorldChange()
handmade_world_mode.h: Introduce game_camera struct and make the necessary functions use it
handmade_world_mode.cpp: Prevent AddStandardRoom() from generating boost pads
Run the game to find that we have the same functionality as before
handmade_sim_region.cpp and handmade_world_mode.cpp: Make every function that uses the camera take game_camera
A few words on supporting multiple-sized rooms
handmade_sim_region.cpp and handmade_world_mode.cpp: Continue making functions take a world rather than game_mode_world
handmade_world_mode.cpp: Isolate the CameraP computation from BeginSim()
Run the game to find that everything appears to be working properly, but that the game is running faster
handmade_world_mode.cpp: Consider preventing Simulate() from taking a game_mode_world
handmade_entity.cpp: Consider preventing UpdateAndRenderEntities() from taking the TypicalFloorHeight
handmade_world_mode.cpp: Temporarily make Simulate() take the TypicalFloorHeight and GameEntropy rather than a whole game_mode_world
handmade_world.h: Make GameEntropy belong in the world struct
handmade_world.h: Consider specifying rooms as entities
handmade_entity.h and handmade_world_mode.cpp: Add EntityType_Room to the entity_type struct and change AddStandardRoom() to create rooms as entities
handmade_entity.cpp: Re-enable UpdateAndRenderEntities() to do volume rendering debug visualisation
handmade_render_group.cpp: Disable entity rendering and run the game to see the volume bounds more clearly
handmade_particles.cpp: Re-enable UpdateAndRenderFire() to do the full particle effect
handmade_world_mode.cpp: Enable AddStandardRoom() to make the added rooms encompass the shape that the room actually is
handmade_entity.h: Remove the entity_type struct
handmade_entity.cpp and handmade_world_mode.cpp: Disable rendering of traversables and addition of trees
Run the game to see the bounding box of the room, and consider how to make rooms encompass their contained entities
handmade_brain.h: Consider adding Type_brain_room to the brain_type struct
handmade_brain.h: Add Type_brain_room to the brain_type struct
handmade_world_mode.cpp and handmade_brain.h: Make AddStandardRoom() give the room a brain, and introduce SpecialBrain() and SpecialBrainSlot()
Run the game to find that the brain system isn't broken
handmade_sim_region.cpp: Enable UpdateCameraForEntityMovement() to determine which, if any, room we are in and move the camera accordingly
Run the game to find that the camera fails to follow the hero
godling72 Q: 1) Do you ever work on large (multimillion LOC) codebases like Chrome, GCC, Unreal, etc? The full build dev process you've been using works for small projects, but how do you scale?
godling72 Q: 2) Why is past video archiving disabled?
godling72 Q: 3) Are you in a closet? The back wall looks really close
sevesos2 Q: I don't know if unrelated questions are allowed, but how do you stay so focused on your programming and are so efficient?
mtsmox Q: I think the speedup is due to wrong offsets of the simulation regions for the multithreaded tasks: you used tile size for your calculation, not chunk / room size
iantjac Q: Now that you intend to use 3D, will the code support software rendering?
dsjimenez Q: Is the career advice episode uploaded anywhere? I'm having trouble finding it
mtsmox Q: You said you wanted to remove the notion of rooms / layers from the drawing routine, but don't you still need it for fading in the room above you?
a_pulsing_mage Q: You said that 20 seconds to build is a reasonable amount of time? It's huge! 10 seconds is too much
gene_victor Q: Off-topic: Will HandmadeCon 2016 VOD be on YouTube soon?
godling72 Q: How long did The Witness take to build?
popcorn0x90 Q: I would think it would take about 5-10 mins
Wrap it up