6:36About the process of writing code; Messy first, clean after
6:36About the process of writing code; Messy first, clean after
6:36About the process of writing code; Messy first, clean after
7:58Passing information about tilemap
7:58Passing information about tilemap
7:58Passing information about tilemap
10:47Checking if player is moving to a different tilemap
10:47Checking if player is moving to a different tilemap
10:47Checking if player is moving to a different tilemap
12:51Finding the next tilemap and querying the point
12:51Finding the next tilemap and querying the point
12:51Finding the next tilemap and querying the point
36:07Calculating the position in the new tilemap
36:07Calculating the position in the new tilemap
36:07Calculating the position in the new tilemap
42:55Storing X and Y positions relative to the tile
42:55Storing X and Y positions relative to the tile
42:55Storing X and Y positions relative to the tile
56:07Moving the player on to the new tilemap
56:07Moving the player on to the new tilemap
56:07Moving the player on to the new tilemap
1:00:49Floor instead of truncate
1:00:49Floor instead of truncate
1:00:49Floor instead of truncate
1:11:52Question: Can you talk about the inline keyword? Do you apply any strategies to make sure the compiler does not ignore the request?
1:11:52Question: Can you talk about the inline keyword? Do you apply any strategies to make sure the compiler does not ignore the request?
1:11:52Question: Can you talk about the inline keyword? Do you apply any strategies to make sure the compiler does not ignore the request?
1:13:13Question: Are we using C or C++?
1:13:13Question: Are we using C or C++?
1:13:13Question: Are we using C or C++?
1:14:47Question: How did we start the code for the game?
1:14:47Question: How did we start the code for the game?
1:14:47Question: How did we start the code for the game?
1:15:07Question: What's so bad about including math.h?
1:15:07Question: What's so bad about including math.h?
1:15:07Question: What's so bad about including math.h?
1:15:54Question: Why not substract 1 if input is under 0, instead of using floor()?
1:15:54Question: Why not substract 1 if input is under 0, instead of using floor()?
1:15:54Question: Why not substract 1 if input is under 0, instead of using floor()?
1:17:09Question: I thought integers were faster to compute than floats, even if the cpu has a floating-point unit.
1:17:09Question: I thought integers were faster to compute than floats, even if the cpu has a floating-point unit.
1:17:09Question: I thought integers were faster to compute than floats, even if the cpu has a floating-point unit.
1:19:43Question: How do you decide when to pack things in a struct?
1:19:43Question: How do you decide when to pack things in a struct?
1:19:43Question: How do you decide when to pack things in a struct?
1:27:28Question: Why would we care about screen coordinates? Isn't that just platform code.
1:27:28Question: Why would we care about screen coordinates? Isn't that just platform code.
1:27:28Question: Why would we care about screen coordinates? Isn't that just platform code.
1:29:26Question: Are you going to make walls obstruct the player the same way the player currently obstructs the walls?
1:29:26Question: Are you going to make walls obstruct the player the same way the player currently obstructs the walls?
1:29:26Question: Are you going to make walls obstruct the player the same way the player currently obstructs the walls?
1:30:17Question: Can you explain the raw_position and canonical_position again?
1:30:17Question: Can you explain the raw_position and canonical_position again?
1:30:17Question: Can you explain the raw_position and canonical_position again?
1:32:16Question: Instead of checking three points on the player, wouldn't it be better to check only the side the player is moving towards?
1:32:16Question: Instead of checking three points on the player, wouldn't it be better to check only the side the player is moving towards?
1:32:16Question: Instead of checking three points on the player, wouldn't it be better to check only the side the player is moving towards?
1:34:39Question: Why not have a single set of coordinates for the player that maps the player to a world position?
1:34:39Question: Why not have a single set of coordinates for the player that maps the player to a world position?
1:34:39Question: Why not have a single set of coordinates for the player that maps the player to a world position?
1:42:14Question: Are there any consequences of using inline in early development, i.e harder debugging?
1:42:14Question: Are there any consequences of using inline in early development, i.e harder debugging?
1:42:14Question: Are there any consequences of using inline in early development, i.e harder debugging?
1:43:22Question: Wouldn't it be better to call the X and Y variables something more descriptive?
1:43:22Question: Wouldn't it be better to call the X and Y variables something more descriptive?
1:43:22Question: Wouldn't it be better to call the X and Y variables something more descriptive?
1:45:52Question: The game will happen in whole screens without any scrolling or camera movement?
1:45:52Question: The game will happen in whole screens without any scrolling or camera movement?
1:45:52Question: The game will happen in whole screens without any scrolling or camera movement?
1:48:13Question: Could you explain how pointers/references are working or what you use them for and why?
1:48:13Question: Could you explain how pointers/references are working or what you use them for and why?
1:48:13Question: Could you explain how pointers/references are working or what you use them for and why?
1:49:02Question: Was there ever a point in your career where you used these unfortunate structure packing practices?
1:49:02Question: Was there ever a point in your career where you used these unfortunate structure packing practices?
1:49:02Question: Was there ever a point in your career where you used these unfortunate structure packing practices?