Basic Moving Projectiles
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0:32Announce that we will save blackboard.art into handmade/misc/
0:32Announce that we will save blackboard.art into handmade/misc/
0:32Announce that we will save blackboard.art into handmade/misc/
2:41Recap
2:41Recap
2:41Recap
4:10handmade.cpp: Make the sword actually be thrown
4:10handmade.cpp: Make the sword actually be thrown
4:10handmade.cpp: Make the sword actually be thrown
6:02Talk about the annoying and ugly entity usage
6:02Talk about the annoying and ugly entity usage
6:02Talk about the annoying and ugly entity usage
8:05Back to implementing sword throwing
8:05Back to implementing sword throwing
8:05Back to implementing sword throwing
9:27handmade.cpp: UpdateSword
9:27handmade.cpp: UpdateSword
9:27handmade.cpp: UpdateSword
11:00For now only, turn off collision detection if the entity doesn't collide
11:00For now only, turn off collision detection if the entity doesn't collide
11:00For now only, turn off collision detection if the entity doesn't collide
11:50Run the game and find out the sword is slowing down
11:50Run the game and find out the sword is slowing down
11:50Run the game and find out the sword is slowing down
12:13Pull out move notions into move_spec and introduce DefaultMoveSpec
12:13Pull out move notions into move_spec and introduce DefaultMoveSpec
12:13Pull out move notions into move_spec and introduce DefaultMoveSpec
19:20Run the game and see the slow sword
19:20Run the game and see the slow sword
19:20Run the game and see the slow sword
19:35Speed up the sword and make sure the sword can only travel certain distances
19:35Speed up the sword and make sure the sword can only travel certain distances
19:35Speed up the sword and make sure the sword can only travel certain distances
25:29Run the game and hit the assertion
25:29Run the game and hit the assertion
25:29Run the game and hit the assertion
27:54An assumption of why we hit this assertion
27:54An assumption of why we hit this assertion
27:54An assumption of why we hit this assertion
30:29Use a hacky way to solve this problem
30:29Use a hacky way to solve this problem
30:29Use a hacky way to solve this problem
31:46Try to handle this problem more sanely
31:46Try to handle this problem more sanely
31:46Try to handle this problem more sanely
35:56Run the game and find a strange bug with the sword's velocity being set to zero
35:56Run the game and find a strange bug with the sword's velocity being set to zero
35:56Run the game and find a strange bug with the sword's velocity being set to zero
36:20Start debugging
36:20Start debugging
36:20Start debugging
54:59Realize that the bug is caused by the hacky code Casey just wrote
54:59Realize that the bug is caused by the hacky code Casey just wrote
54:59Realize that the bug is caused by the hacky code Casey just wrote
56:11Run the game and do some hookshot things
56:11Run the game and do some hookshot things
56:11Run the game and do some hookshot things
56:51Explain how these hookshot things happen
56:51Explain how these hookshot things happen
56:51Explain how these hookshot things happen
1:00:24Q&A
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1:00:24Q&A
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1:00:24Q&A
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1:01:01@boondoggle42 Owl of SHAME!!!
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1:01:01@boondoggle42 Owl of SHAME!!!
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1:01:01@boondoggle42 Owl of SHAME!!!
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1:01:40@senjai Do you ever use gdb?
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1:01:40@senjai Do you ever use gdb?
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1:01:40@senjai Do you ever use gdb?
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1:01:46@senjai Do you test more than just using asserts?
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1:01:46@senjai Do you test more than just using asserts?
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1:01:46@senjai Do you test more than just using asserts?
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1:01:57@plainflavored Why did you create a struct for each vector type, instead of using plain float arrays?
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1:01:57@plainflavored Why did you create a struct for each vector type, instead of using plain float arrays?
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1:01:57@plainflavored Why did you create a struct for each vector type, instead of using plain float arrays?
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1:04:24@deepmist Do you think version control would help when you go off on a tangent for the stream? You can roll back hacks like that?
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1:04:24@deepmist Do you think version control would help when you go off on a tangent for the stream? You can roll back hacks like that?
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1:04:24@deepmist Do you think version control would help when you go off on a tangent for the stream? You can roll back hacks like that?
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1:04:45@ttbjm Not a question but that hookshot thing actually looked like it would be kinda fun to play with
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1:04:45@ttbjm Not a question but that hookshot thing actually looked like it would be kinda fun to play with
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1:04:45@ttbjm Not a question but that hookshot thing actually looked like it would be kinda fun to play with
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1:05:11Reminder: Bendable shot which allows you to change direction of the shot once
1:05:11Reminder: Bendable shot which allows you to change direction of the shot once
1:05:11Reminder: Bendable shot which allows you to change direction of the shot once
1:05:29@plainflavored What are your feelings on the vector multiply operator performing a dot product?
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1:05:29@plainflavored What are your feelings on the vector multiply operator performing a dot product?
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1:05:29@plainflavored What are your feelings on the vector multiply operator performing a dot product?
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1:06:37@hanz_mantis Do you keep your assertions for release code? If not, at what point do you remove them?
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1:06:37@hanz_mantis Do you keep your assertions for release code? If not, at what point do you remove them?
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1:06:37@hanz_mantis Do you keep your assertions for release code? If not, at what point do you remove them?
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1:07:00@dsasilentsound Why wouldn't you encapsulate each entity type into its separate classes?
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1:07:00@dsasilentsound Why wouldn't you encapsulate each entity type into its separate classes?
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1:07:00@dsasilentsound Why wouldn't you encapsulate each entity type into its separate classes?
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1:08:21@tomforsyth Correct, they use hadamard
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1:08:21@tomforsyth Correct, they use hadamard
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1:08:21@tomforsyth Correct, they use hadamard
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1:08:46@mvargasmoran Did you add the quick-calc hotkey?
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1:08:46@mvargasmoran Did you add the quick-calc hotkey?
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1:08:46@mvargasmoran Did you add the quick-calc hotkey?
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1:10:33@vornayf Is XML fair game in this project? It's not a library, but it still might not be handmade enough
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1:10:33@vornayf Is XML fair game in this project? It's not a library, but it still might not be handmade enough
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1:10:33@vornayf Is XML fair game in this project? It's not a library, but it still might not be handmade enough
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1:11:47@xxxefwe Don't you feel that Low entities have already too much extraneous stuff in them and it would be time soon to split them, and also things like the sword might not need the low part at all?
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1:11:47@xxxefwe Don't you feel that Low entities have already too much extraneous stuff in them and it would be time soon to split them, and also things like the sword might not need the low part at all?
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1:11:47@xxxefwe Don't you feel that Low entities have already too much extraneous stuff in them and it would be time soon to split them, and also things like the sword might not need the low part at all?
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1:13:50@btngames What will we do at 3PM PST when this game is finished?
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1:13:50@btngames What will we do at 3PM PST when this game is finished?
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1:13:50@btngames What will we do at 3PM PST when this game is finished?
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1:15:19@celibdor Are you happy with the current progress?
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1:15:19@celibdor Are you happy with the current progress?
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1:15:19@celibdor Are you happy with the current progress?
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1:15:59@xxxefwe More than memory footprint I was thinking about unwanted side effects, i.e. code that deals with the transfer of properties ends up triggering hard to debug shenanigans with the positioning etc.
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1:15:59@xxxefwe More than memory footprint I was thinking about unwanted side effects, i.e. code that deals with the transfer of properties ends up triggering hard to debug shenanigans with the positioning etc.
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1:15:59@xxxefwe More than memory footprint I was thinking about unwanted side effects, i.e. code that deals with the transfer of properties ends up triggering hard to debug shenanigans with the positioning etc.
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1:17:13Wrap it up
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1:17:13Wrap it up
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1:17:13Wrap it up
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