Separating Entities By Update Frequency
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0:00Intro
0:00Intro
0:00Intro
2:00Recap
2:00Recap
2:00Recap
5:18What we're doing and why
5:18What we're doing and why
5:18What we're doing and why
7:23The state of the world coordinate system today
7:23The state of the world coordinate system today
7:23The state of the world coordinate system today
9:06The vision of the new entity system
9:06The vision of the new entity system
9:06The vision of the new entity system
11:25Ballparking entity limits
11:25Ballparking entity limits
11:25Ballparking entity limits
18:18Scaling to large numbers of entities
18:18Scaling to large numbers of entities
18:18Scaling to large numbers of entities
20:45Low- & high-frequency entities
20:45Low- & high-frequency entities
20:45Low- & high-frequency entities
21:53Addressing other entities
21:53Addressing other entities
21:53Addressing other entities
25:10The initial approach for addressing entities
25:10The initial approach for addressing entities
25:10The initial approach for addressing entities
29:50Handling re-offsetting in local coordinate space when the camera moves
29:50Handling re-offsetting in local coordinate space when the camera moves
29:50Handling re-offsetting in local coordinate space when the camera moves
34:16Interaction between low- & high-frequency entities
34:16Interaction between low- & high-frequency entities
34:16Interaction between low- & high-frequency entities
35:45Updating code to add entities with different frequencies
35:45Updating code to add entities with different frequencies
35:45Updating code to add entities with different frequencies
40:40Implementing the inefficient version
40:40Implementing the inefficient version
40:40Implementing the inefficient version
43:05A note about split-screen camera
43:05A note about split-screen camera
43:05A note about split-screen camera
45:02Updating GetEntity to support different entity frequencies
45:02Updating GetEntity to support different entity frequencies
45:02Updating GetEntity to support different entity frequencies
48:53Updating InitializePlayer
48:53Updating InitializePlayer
48:53Updating InitializePlayer
52:05Updating AddEntity
52:05Updating AddEntity
52:05Updating AddEntity
54:25Getting the code compiling again
54:25Getting the code compiling again
54:25Getting the code compiling again
59:46Q&A
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59:46Q&A
🗩
59:46Q&A
🗩
1:00:15How about hot/cold/frozen instead of high/low/dormant?
1:00:15How about hot/cold/frozen instead of high/low/dormant?
1:00:15How about hot/cold/frozen instead of high/low/dormant?
1:01:10Chat reminds: wrap intrinsic rotations [code change]
1:01:10Chat reminds: wrap intrinsic rotations [code change]
1:01:10Chat reminds: wrap intrinsic rotations [code change]
1:05:28Is it a good idea to update the low entities in a separate thread?
1:05:28Is it a good idea to update the low entities in a separate thread?
1:05:28Is it a good idea to update the low entities in a separate thread?
1:06:32In a dynamically based language how would you handle refactoring without the compiler help?
1:06:32In a dynamically based language how would you handle refactoring without the compiler help?
1:06:32In a dynamically based language how would you handle refactoring without the compiler help?
1:08:11I've noticed some game physics break when you increase the fps
1:08:11I've noticed some game physics break when you increase the fps
1:08:11I've noticed some game physics break when you increase the fps
1:10:23You're just shifting, not rotating [code change: shift-or rotate]
1:10:23You're just shifting, not rotating [code change: shift-or rotate]
1:10:23You're just shifting, not rotating [code change: shift-or rotate]
1:18:52Is there any gameplay reason why we want entities alive even off screen?
1:18:52Is there any gameplay reason why we want entities alive even off screen?
1:18:52Is there any gameplay reason why we want entities alive even off screen?
1:20:14About shifting negative values [code change]
1:20:14About shifting negative values [code change]
1:20:14About shifting negative values [code change]