Virtualized Tile Maps
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2:03Review of position representation
2:03Review of position representation
2:03Review of position representation
2:35Today's agenda
2:35Today's agenda
2:35Today's agenda
3:55world_position and changing y-axis
3:55world_position and changing y-axis
3:55world_position and changing y-axis
12:00the problem with floating point for positions
12:00the problem with floating point for positions
12:00the problem with floating point for positions
16:38solution: integers and floats
16:38solution: integers and floats
16:38solution: integers and floats
19:33sidebar: scrolling the screen works fine too
19:33sidebar: scrolling the screen works fine too
19:33sidebar: scrolling the screen works fine too
20:07big idea: tile chunks and sparse storage
20:07big idea: tile chunks and sparse storage
20:07big idea: tile chunks and sparse storage
26:33implementing our new coordinate system
26:33implementing our new coordinate system
26:33implementing our new coordinate system
30:56tangent: toroidal topology
30:56tangent: toroidal topology
30:56tangent: toroidal topology
35:55back to implementation of new coordinates
35:55back to implementation of new coordinates
35:55back to implementation of new coordinates
37:18extracting chunk coordinates from a world_position
37:18extracting chunk coordinates from a world_position
37:18extracting chunk coordinates from a world_position
44:05implementing tile chunks
44:05implementing tile chunks
44:05implementing tile chunks
50:21Setting up test data
50:21Setting up test data
50:21Setting up test data
50:50emacs keyboard macro roulette
50:50emacs keyboard macro roulette
50:50emacs keyboard macro roulette
54:06rendering from chunks using new coordinate system
54:06rendering from chunks using new coordinate system
54:06rendering from chunks using new coordinate system
54:47super piggy!
54:47super piggy!
54:47super piggy!
58:45debugging commences
58:45debugging commences
58:45debugging commences
1:00:48success
1:00:48success
1:00:48success
1:01:20greed: simple scrolling
1:01:20greed: simple scrolling
1:01:20greed: simple scrolling
1:07:39success again... finally
1:07:39success again... finally
1:07:39success again... finally
1:08:24Q&A
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1:08:24Q&A
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1:08:24Q&A
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1:09:06Why not compute the chunk mask from the chunk shift?
1:09:06Why not compute the chunk mask from the chunk shift?
1:09:06Why not compute the chunk mask from the chunk shift?
1:14:04How did you generate the map? (A: he hasn't yet, it was typed in)
1:14:04How did you generate the map? (A: he hasn't yet, it was typed in)
1:14:04How did you generate the map? (A: he hasn't yet, it was typed in)
1:14:26How will you do a third dimension in the new coordinate system?
1:14:26How will you do a third dimension in the new coordinate system?
1:14:26How will you do a third dimension in the new coordinate system?
1:16:04How will you handle screen boundaries with the new chunk size?
1:16:04How will you handle screen boundaries with the new chunk size?
1:16:04How will you handle screen boundaries with the new chunk size?
1:17:06Is a chunk a quarter of our test map?
1:17:06Is a chunk a quarter of our test map?
1:17:06Is a chunk a quarter of our test map?
1:17:38How about operator overloading?
1:17:38How about operator overloading?
1:17:38How about operator overloading?
1:18:18Shouldn't we be thinking about networking and threading from the start?
1:18:18Shouldn't we be thinking about networking and threading from the start?
1:18:18Shouldn't we be thinking about networking and threading from the start?
1:19:35What does 0xFFFFFFFF represent?
1:19:35What does 0xFFFFFFFF represent?
1:19:35What does 0xFFFFFFFF represent?
1:20:42I'm surprised by your choice to flip the y-axis. Does it really make the math that much easier?
1:20:42I'm surprised by your choice to flip the y-axis. Does it really make the math that much easier?
1:20:42I'm surprised by your choice to flip the y-axis. Does it really make the math that much easier?
1:22:57I've never used hex literals, I use UINT32_MAX
1:22:57I've never used hex literals, I use UINT32_MAX
1:22:57I've never used hex literals, I use UINT32_MAX
1:23:57Why not program at a higher level?
1:23:57Why not program at a higher level?
1:23:57Why not program at a higher level?
1:26:09Why introduce meters?
1:26:09Why introduce meters?
1:26:09Why introduce meters?
1:27:03Will you be checking code complexity, introducing smaller functions?
1:27:03Will you be checking code complexity, introducing smaller functions?
1:27:03Will you be checking code complexity, introducing smaller functions?
1:27:43Did you set up a Kickstarter?
1:27:43Did you set up a Kickstarter?
1:27:43Did you set up a Kickstarter?
1:28:08Wouldn't it be nice if tiles were 1.0m instead of 1.4m?
1:28:08Wouldn't it be nice if tiles were 1.0m instead of 1.4m?
1:28:08Wouldn't it be nice if tiles were 1.0m instead of 1.4m?
1:28:53Closing thoughts
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1:28:53Closing thoughts
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1:28:53Closing thoughts
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