2:42Fixing a crash reading off the end of a buffer
2:42Fixing a crash reading off the end of a buffer
2:42Fixing a crash reading off the end of a buffer
11:45Making walls into entities
11:45Making walls into entities
11:45Making walls into entities
14:25Pulling out camera movement code
14:25Pulling out camera movement code
14:25Pulling out camera movement code
17:56Removing entities from the high entity set that are too far away from the camera
17:56Removing entities from the high entity set that are too far away from the camera
17:56Removing entities from the high entity set that are too far away from the camera
19:20A note on pointer access
19:20A note on pointer access
19:20A note on pointer access
21:20A note on rectangle bundling
21:20A note on rectangle bundling
21:20A note on rectangle bundling
26:38Calculating the bounds of the high entity area
26:38Calculating the bounds of the high entity area
26:38Calculating the bounds of the high entity area
29:41Preparing to add entities to the high entity set that are close to the camera
29:41Preparing to add entities to the high entity set that are close to the camera
29:41Preparing to add entities to the high entity set that are close to the camera
33:09Putting wall entities in the tile map
33:09Putting wall entities in the tile map
33:09Putting wall entities in the tile map
34:08Changing InitializePlayer to AddPlayer
34:08Changing InitializePlayer to AddPlayer
34:08Changing InitializePlayer to AddPlayer
35:43Adding AddWall function
35:43Adding AddWall function
35:43Adding AddWall function
39:09Adding the walls right away instead of waiting for the collision detector
39:09Adding the walls right away instead of waiting for the collision detector
39:09Adding the walls right away instead of waiting for the collision detector
50:13Adding entities to the high entity set that are close to the camera
50:13Adding entities to the high entity set that are close to the camera
50:13Adding entities to the high entity set that are close to the camera
55:09Calling SetCamera at the start of the game
55:09Calling SetCamera at the start of the game
55:09Calling SetCamera at the start of the game
58:15Out of time! Where we'll start tomorrow
58:15Out of time! Where we'll start tomorrow
58:15Out of time! Where we'll start tomorrow
1:00:02Aren't some of the signs in the MinTileX wrong?
1:00:02Aren't some of the signs in the MinTileX wrong?
1:00:02Aren't some of the signs in the MinTileX wrong?
1:01:12What does “internal” modifier which is applied to the SetCamera function? I mean what is the difference between non-static and static function?
1:01:12What does “internal” modifier which is applied to the SetCamera function? I mean what is the difference between non-static and static function?
1:01:12What does “internal” modifier which is applied to the SetCamera function? I mean what is the difference between non-static and static function?
1:07:10Why do we consider a wall an entity?
1:07:10Why do we consider a wall an entity?
1:07:10Why do we consider a wall an entity?
1:08:27Will tile chunk and tile map structures go away and walls will be stored only as entities?
1:08:27Will tile chunk and tile map structures go away and walls will be stored only as entities?
1:08:27Will tile chunk and tile map structures go away and walls will be stored only as entities?
1:08:44We have to do some cool screen shakes and some whip pan transitions between screens.
1:08:44We have to do some cool screen shakes and some whip pan transitions between screens.
1:08:44We have to do some cool screen shakes and some whip pan transitions between screens.
1:08:54Will there be a dormat enemy?
1:08:54Will there be a dormat enemy?
1:08:54Will there be a dormat enemy?
1:09:21Can we have some old man that transforms you into a dog and says “you're the dog now man”?
1:09:21Can we have some old man that transforms you into a dog and says “you're the dog now man”?
1:09:21Can we have some old man that transforms you into a dog and says “you're the dog now man”?
1:10:45Fixing calculation bug in collision detector [code change]
1:10:45Fixing calculation bug in collision detector [code change]
1:10:45Fixing calculation bug in collision detector [code change]
1:16:03What do you think of message buses and what is your favorite implementation of one?
1:16:03What do you think of message buses and what is your favorite implementation of one?
1:16:03What do you think of message buses and what is your favorite implementation of one?
1:16:20Are you planning on having any game screens that pan the camera?
1:16:20Are you planning on having any game screens that pan the camera?
1:16:20Are you planning on having any game screens that pan the camera?
1:17:15Have you ever played Path of Exile or heard of it? They have this desync problem that they claim is unfixable because they handle stuff server-side. Just wondering if you have heard of that game and its notorious bugs.
1:17:15Have you ever played Path of Exile or heard of it? They have this desync problem that they claim is unfixable because they handle stuff server-side. Just wondering if you have heard of that game and its notorious bugs.
1:17:15Have you ever played Path of Exile or heard of it? They have this desync problem that they claim is unfixable because they handle stuff server-side. Just wondering if you have heard of that game and its notorious bugs.
1:17:57Are you using a stylus in Krita or a mouse?
1:17:57Are you using a stylus in Krita or a mouse?
1:17:57Are you using a stylus in Krita or a mouse?
1:18:18Does forcing a game to a certain refresh rate introduce lag?
1:18:18Does forcing a game to a certain refresh rate introduce lag?
1:18:18Does forcing a game to a certain refresh rate introduce lag?