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Solving for Sorting Displacement
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0:02Recap yesterday's post-stream suggestion from binjimin, that our erroneous ParentAlignType may be caused by an unset parent TextureHandle
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0:02Recap yesterday's post-stream suggestion from binjimin, that our erroneous ParentAlignType may be caused by an unset parent TextureHandle
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0:02Recap yesterday's post-stream suggestion from binjimin, that our erroneous ParentAlignType may be caused by an unset parent TextureHandle
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1:25Change UpdateAndRenderEntities() to acquire the TextureHandle after having set all the BitmapInfo
1:25Change UpdateAndRenderEntities() to acquire the TextureHandle after having set all the BitmapInfo
1:25Change UpdateAndRenderEntities() to acquire the TextureHandle after having set all the BitmapInfo
4:47Separating streaming and non-streaming information
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4:47Separating streaming and non-streaming information
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4:47Separating streaming and non-streaming information
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7:09Change WorldDimFromWorldHeight() to take a hha_bitmap *
7:09Change WorldDimFromWorldHeight() to take a hha_bitmap *
7:09Change WorldDimFromWorldHeight() to take a hha_bitmap *
8:26Find that the game runs, trusting that we've solved the ParentAlignType bug
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8:26Find that the game runs, trusting that we've solved the ParentAlignType bug
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8:26Find that the game runs, trusting that we've solved the ParentAlignType bug
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9:18Snapping sprite stacks to be fully aligned when at the center of the scene
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9:18Snapping sprite stacks to be fully aligned when at the center of the scene
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9:18Snapping sprite stacks to be fully aligned when at the center of the scene
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10:28Demonstrate our sprite alignment requirements
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10:28Demonstrate our sprite alignment requirements
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10:28Demonstrate our sprite alignment requirements
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13:33Offsetting pieces, e.g. head bobbing, after aligning the sprite stack
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13:33Offsetting pieces, e.g. head bobbing, after aligning the sprite stack
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13:33Offsetting pieces, e.g. head bobbing, after aligning the sprite stack
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17:42Align for Default Camera
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17:42Align for Default Camera
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17:42Align for Default Camera
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24:09Solving our child−parent sprite alignment
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24:09Solving our child−parent sprite alignment
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24:09Solving our child−parent sprite alignment
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30:08Make UpdateAndRenderEntities() align child sprites to their parent as per our diagram
30:08Make UpdateAndRenderEntities() align child sprites to their parent as per our diagram
30:08Make UpdateAndRenderEntities() align child sprites to their parent as per our diagram
37:25Find that our child−parent sprite snapping works just great
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37:25Find that our child−parent sprite snapping works just great
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37:25Find that our child−parent sprite snapping works just great
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39:56Make UpdateAndRenderEntities() apply the Piece->Offset
39:56Make UpdateAndRenderEntities() apply the Piece->Offset
39:56Make UpdateAndRenderEntities() apply the Piece->Offset
40:27Find that our child and parent sprites' alignment points are not aligned
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40:27Find that our child and parent sprites' alignment points are not aligned
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40:27Find that our child and parent sprites' alignment points are not aligned
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43:21Make AddPlayer() elevate the hero's head higher
43:21Make AddPlayer() elevate the hero's head higher
43:21Make AddPlayer() elevate the hero's head higher
44:25Check out our perspective shifting, and determine to handle rotating sprites
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44:25Check out our perspective shifting, and determine to handle rotating sprites
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44:25Check out our perspective shifting, and determine to handle rotating sprites
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46:13Aligning rotating sprites
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46:13Aligning rotating sprites
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46:13Aligning rotating sprites
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53:44Replacing entity pieces with sprite snapping
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53:44Replacing entity pieces with sprite snapping
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53:44Replacing entity pieces with sprite snapping
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54:56Temporarily make UpdateAndRenderEntities() spin the hero's head and glove
54:56Temporarily make UpdateAndRenderEntities() spin the hero's head and glove
54:56Temporarily make UpdateAndRenderEntities() spin the hero's head and glove
56:51Note the pulsing of rotating sprites caused by MinP no longer always representing the lowest point on the sprite
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56:51Note the pulsing of rotating sprites caused by MinP no longer always representing the lowest point on the sprite
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56:51Note the pulsing of rotating sprites caused by MinP no longer always representing the lowest point on the sprite
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57:30Make SpriteValuesForUpright() compute a ZDisplacement to provide a stable lowest point
57:30Make SpriteValuesForUpright() compute a ZDisplacement to provide a stable lowest point
57:30Make SpriteValuesForUpright() compute a ZDisplacement to provide a stable lowest point
1:01:15Find that our rotating sprites now remain at a stable elevation
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1:01:15Find that our rotating sprites now remain at a stable elevation
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1:01:15Find that our rotating sprites now remain at a stable elevation
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1:02:56Remove the test spinning code from UpdateAndRenderEntities()
1:02:56Remove the test spinning code from UpdateAndRenderEntities()
1:02:56Remove the test spinning code from UpdateAndRenderEntities()
1:03:47Make UpdateAndRenderEntities() hide sprites when their alignment point is disabled, changing FindAlign() to return a find_align_result
1:03:47Make UpdateAndRenderEntities() hide sprites when their alignment point is disabled, changing FindAlign() to return a find_align_result
1:03:47Make UpdateAndRenderEntities() hide sprites when their alignment point is disabled, changing FindAlign() to return a find_align_result
1:11:05Try toggling alignment points / sprites
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1:11:05Try toggling alignment points / sprites
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1:11:05Try toggling alignment points / sprites
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1:11:34Begin to change UpdateAndRenderEntities() to hide the child sprites of parents
1:11:34Begin to change UpdateAndRenderEntities() to hide the child sprites of parents
1:11:34Begin to change UpdateAndRenderEntities() to hide the child sprites of parents
1:15:52Delete the lot of the sprite hiding code
1:15:52Delete the lot of the sprite hiding code
1:15:52Delete the lot of the sprite hiding code
1:16:37Add a "Show Children" button in our asset editor, introducing ShouldDrawChildren() for UpdateAndRenderEntities() to call
1:16:37Add a "Show Children" button in our asset editor, introducing ShouldDrawChildren() for UpdateAndRenderEntities() to call
1:16:37Add a "Show Children" button in our asset editor, introducing ShouldDrawChildren() for UpdateAndRenderEntities() to call
1:24:24Try out our "Show Children" button, without success
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1:24:24Try out our "Show Children" button, without success
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1:24:24Try out our "Show Children" button, without success
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1:25:10Make InitializeEditor() enable ShouldDrawChildren and proofread our new children hiding code
1:25:10Make InitializeEditor() enable ShouldDrawChildren and proofread our new children hiding code
1:25:10Make InitializeEditor() enable ShouldDrawChildren and proofread our new children hiding code
1:28:27Note that our entity selection does not record which specific asset we clicked
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1:28:27Note that our entity selection does not record which specific asset we clicked
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1:28:27Note that our entity selection does not record which specific asset we clicked
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1:29:16Scour our child sprite hiding code
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1:29:16Scour our child sprite hiding code
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1:29:16Scour our child sprite hiding code
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1:32:36Find that the hero's "head" child sprite never gets hidden
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1:32:36Find that the hero's "head" child sprite never gets hidden
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1:32:36Find that the hero's "head" child sprite never gets hidden
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1:34:24Step in to ShouldDrawChildren() and compare the ParentID and HitTest->Editor->HighlightID
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1:34:24Step in to ShouldDrawChildren() and compare the ParentID and HitTest->Editor->HighlightID
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1:34:24Step in to ShouldDrawChildren() and compare the ParentID and HitTest->Editor->HighlightID
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1:38:36Find that DevIDFromU32s() differentiates one dev_id from another by their file and line number
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1:38:36Find that DevIDFromU32s() differentiates one dev_id from another by their file and line number
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1:38:36Find that DevIDFromU32s() differentiates one dev_id from another by their file and line number
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1:39:09Introduce CopyType() to harmonise two separate dev_id settings
1:39:09Introduce CopyType() to harmonise two separate dev_id settings
1:39:09Introduce CopyType() to harmonise two separate dev_id settings
1:40:59Find that our "Show Children" button remains busted
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1:40:59Find that our "Show Children" button remains busted
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1:40:59Find that our "Show Children" button remains busted
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1:42:14Step in to ShouldDrawChildren() and again compare our values to find that they differ
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1:42:14Step in to ShouldDrawChildren() and again compare our values to find that they differ
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1:42:14Step in to ShouldDrawChildren() and again compare our values to find that they differ
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1:44:31Fix CopyType() to persist its work
1:44:31Fix CopyType() to persist its work
1:44:31Fix CopyType() to persist its work
1:45:01Try out our "Show Children" button with success
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1:45:01Try out our "Show Children" button with success
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1:45:01Try out our "Show Children" button with success
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1:45:40Prevent EditorInteract() from deselecting assets when moving the camera
1:45:40Prevent EditorInteract() from deselecting assets when moving the camera
1:45:40Prevent EditorInteract() from deselecting assets when moving the camera
1:46:49Try out our asset editor
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1:46:49Try out our asset editor
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1:46:49Try out our asset editor
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1:48:20Condense the asset editor, introducing HHAEditor()
1:48:20Condense the asset editor, introducing HHAEditor()
1:48:20Condense the asset editor, introducing HHAEditor()
1:52:49Check out our condensed asset editor
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1:52:49Check out our condensed asset editor
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1:52:49Check out our condensed asset editor
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1:53:31Fix F4 to display the HHA page, and remove SectionPicker()
1:53:31Fix F4 to display the HHA page, and remove SectionPicker()
1:53:31Fix F4 to display the HHA page, and remove SectionPicker()
1:54:08Try out our slicker asset editor, aligning the hero
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1:54:08Try out our slicker asset editor, aligning the hero
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1:54:08Try out our slicker asset editor, aligning the hero
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2:01:06Reload the game to find the our alignment points persist, and align Molly and Orphan #4
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2:01:06Reload the game to find the our alignment points persist, and align Molly and Orphan #4
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2:01:06Reload the game to find the our alignment points persist, and align Molly and Orphan #4
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2:06:06Q&A
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2:06:06Q&A
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2:06:06Q&A
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2:06:280lpbm Q: Shouldn't body pieces' displacement be a function of camera distance (and maybe angle)?
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2:06:280lpbm Q: Shouldn't body pieces' displacement be a function of camera distance (and maybe angle)?
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2:06:280lpbm Q: Shouldn't body pieces' displacement be a function of camera distance (and maybe angle)?
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2:07:480lpbm Q: If nobody jumps in with another Q, maybe can you do the gloves?
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2:07:480lpbm Q: If nobody jumps in with another Q, maybe can you do the gloves?
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2:07:480lpbm Q: If nobody jumps in with another Q, maybe can you do the gloves?
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2:08:31pragmascrypt Q: Suggestion: Maybe turn down lighting quality in debug mode so debug can run with higher FPS again
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2:08:31pragmascrypt Q: Suggestion: Maybe turn down lighting quality in debug mode so debug can run with higher FPS again
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2:08:31pragmascrypt Q: Suggestion: Maybe turn down lighting quality in debug mode so debug can run with higher FPS again
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2:08:38saidwho12 Q: What graphics API(s) does Handmade Hero use?
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2:08:38saidwho12 Q: What graphics API(s) does Handmade Hero use?
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2:08:38saidwho12 Q: What graphics API(s) does Handmade Hero use?
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2:09:13vapenir Q: Speaking of lighting, I assume this isn't what the final lighting will look like, right? What do you have planned for that?
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2:09:13vapenir Q: Speaking of lighting, I assume this isn't what the final lighting will look like, right? What do you have planned for that?
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2:09:13vapenir Q: Speaking of lighting, I assume this isn't what the final lighting will look like, right? What do you have planned for that?
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2:10:09eyedoteye Q: Dear Mr Muratori, I followed like 15 of your videos and now I'm in a game dev studio. Are you proud of me, Sensei?
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2:10:09eyedoteye Q: Dear Mr Muratori, I followed like 15 of your videos and now I'm in a game dev studio. Are you proud of me, Sensei?
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2:10:09eyedoteye Q: Dear Mr Muratori, I followed like 15 of your videos and now I'm in a game dev studio. Are you proud of me, Sensei?
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2:10:35vapenir Q: Have you tried out Vulkan on any project yet?
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2:10:35vapenir Q: Have you tried out Vulkan on any project yet?
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2:10:35vapenir Q: Have you tried out Vulkan on any project yet?
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2:11:03wheeel Q: What causes the flickering in the lighting?
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2:11:03wheeel Q: What causes the flickering in the lighting?
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2:11:03wheeel Q: What causes the flickering in the lighting?
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2:11:240lpbm Q: The skewing when moving on Y is only applied on the body. Should the head also be modified?
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2:11:240lpbm Q: The skewing when moving on Y is only applied on the body. Should the head also be modified?
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2:11:240lpbm Q: The skewing when moving on Y is only applied on the body. Should the head also be modified?
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2:12:10saidwho12 Q: Is light estimated using Monte Carlo integration?
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2:12:10saidwho12 Q: Is light estimated using Monte Carlo integration?
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2:12:10saidwho12 Q: Is light estimated using Monte Carlo integration?
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2:13:14centhusiast Q: Is there any good article on camera in the computer graphic field or video games? I am ready to learn in detail about the camera. Thanks!1,2,3
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2:13:14centhusiast Q: Is there any good article on camera in the computer graphic field or video games? I am ready to learn in detail about the camera. Thanks!1,2,3
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2:13:14centhusiast Q: Is there any good article on camera in the computer graphic field or video games? I am ready to learn in detail about the camera. Thanks!1,2,3
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2:19:58myop Q: Regarding Vulkan, I really wonder why you think it's not relevant these days. Or are you talking about your current project? Thanks
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2:19:58myop Q: Regarding Vulkan, I really wonder why you think it's not relevant these days. Or are you talking about your current project? Thanks
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2:19:58myop Q: Regarding Vulkan, I really wonder why you think it's not relevant these days. Or are you talking about your current project? Thanks
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2:22:45ormone88 Q: Are you going to to compose specific particle effects with the editor, or are they all going to be composed at runtime?
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2:22:45ormone88 Q: Are you going to to compose specific particle effects with the editor, or are they all going to be composed at runtime?
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2:22:45ormone88 Q: Are you going to to compose specific particle effects with the editor, or are they all going to be composed at runtime?
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2:23:55botondar Nintendo Switch is kinda pushing Vulkan, isn't it? Which I guess is kind of similar to mobile programming
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2:23:55botondar Nintendo Switch is kinda pushing Vulkan, isn't it? Which I guess is kind of similar to mobile programming
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2:23:55botondar Nintendo Switch is kinda pushing Vulkan, isn't it? Which I guess is kind of similar to mobile programming
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2:26:07insobot Structname membername =
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2:26:07insobot Structname membername =
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2:26:07insobot Structname membername =
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2:26:43vapenir id announced they're going Vulkan-only for the next engine, for whatever it's worth
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2:26:43vapenir id announced they're going Vulkan-only for the next engine, for whatever it's worth
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2:26:43vapenir id announced they're going Vulkan-only for the next engine, for whatever it's worth
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2:27:59vapenir Does OS support really matter that much? Seems like it's really the GPU / driver vendors who you have to care about
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2:27:59vapenir Does OS support really matter that much? Seems like it's really the GPU / driver vendors who you have to care about
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2:27:59vapenir Does OS support really matter that much? Seems like it's really the GPU / driver vendors who you have to care about
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2:29:09botondar Q: Hasn't this "have to use the platform specific API" thing always been the case for multiplatform console games?
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2:29:09botondar Q: Hasn't this "have to use the platform specific API" thing always been the case for multiplatform console games?
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2:29:09botondar Q: Hasn't this "have to use the platform specific API" thing always been the case for multiplatform console games?
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2:30:06saidwho12 Linux people care a lot about Vulkan, though, if that means anything
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2:30:06saidwho12 Linux people care a lot about Vulkan, though, if that means anything
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2:30:06saidwho12 Linux people care a lot about Vulkan, though, if that means anything
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2:31:22hexadecimalinteger Even macOS is not worth it for most
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2:31:22hexadecimalinteger Even macOS is not worth it for most
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2:31:22hexadecimalinteger Even macOS is not worth it for most
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2:31:59Close it up
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2:31:59Close it up
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2:31:59Close it up
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