Making Updates Conditional
?
?

Keyboard Navigation

Global Keys

[, < / ], > Jump to previous / next episode
W, K, P / S, J, N Jump to previous / next timestamp
t / T Toggle theatre / SUPERtheatre mode
V Revert filter to original state Y Select link (requires manual Ctrl-c)

Menu toggling

q Quotes r References f Filter y Link c Credits

In-Menu and Index Controls

a
w
s
d
h j k l


Esc Close menu / unfocus timestamp

Quotes and References Menus and Index

Enter Jump to timestamp

Quotes, References and Credits Menus

o Open URL (in new tab)

Filter Menu

x, Space Toggle category and focus next
X, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus

Filter and Link Menus

z Toggle filter / linking mode

Credits Menu

Enter Open URL (in new tab)
1:30Reviewing the 'apron' idea for update regions
1:30Reviewing the 'apron' idea for update regions
1:30Reviewing the 'apron' idea for update regions
11:04Adding Updatable bool to sim_entity
11:04Adding Updatable bool to sim_entity
11:04Adding Updatable bool to sim_entity
12:38Setting Updatable bool in AddEntity
12:38Setting Updatable bool in AddEntity
12:38Setting Updatable bool in AddEntity
15:21Checking Updatable bool in simulation update
15:21Checking Updatable bool in simulation update
15:21Checking Updatable bool in simulation update
16:26Setting different bounds for sim_region (UpdatableBounds and Bounds)
16:26Setting different bounds for sim_region (UpdatableBounds and Bounds)
16:26Setting different bounds for sim_region (UpdatableBounds and Bounds)
21:48Does the sword still work? - No
21:48Does the sword still work? - No
21:48Does the sword still work? - No
23:05Bug - Not setting positions properly when loading entities from references
23:05Bug - Not setting positions properly when loading entities from references
23:05Bug - Not setting positions properly when loading entities from references
26:53Fixing updating of Familiar
26:53Fixing updating of Familiar
26:53Fixing updating of Familiar
28:26Removing non-spatial flag check for sword
28:26Removing non-spatial flag check for sword
28:26Removing non-spatial flag check for sword
29:56How to update MoveEntity for more advanced collision effects?
29:56How to update MoveEntity for more advanced collision effects?
29:56How to update MoveEntity for more advanced collision effects?
33:44Review of iterative movement
33:44Review of iterative movement
33:44Review of iterative movement
35:12How to have collision responses within iterative movement?
35:12How to have collision responses within iterative movement?
35:12How to have collision responses within iterative movement?
35:46Discussion of callbacks for handling collisions
35:46Discussion of callbacks for handling collisions
35:46Discussion of callbacks for handling collisions
42:03Alternative #1 to callbacks - how to break up MoveEntity
42:03Alternative #1 to callbacks - how to break up MoveEntity
42:03Alternative #1 to callbacks - how to break up MoveEntity
43:57Alternative #2 to callbacks - set acceleration and delay calling MoveEntity
43:57Alternative #2 to callbacks - set acceleration and delay calling MoveEntity
43:57Alternative #2 to callbacks - set acceleration and delay calling MoveEntity
46:23Implementing alternative #2
46:23Implementing alternative #2
46:23Implementing alternative #2
51:12Bug fixing - MoveEntity shouldn't be called for non-moving or non-spatial entities
51:12Bug fixing - MoveEntity shouldn't be called for non-moving or non-spatial entities
51:12Bug fixing - MoveEntity shouldn't be called for non-moving or non-spatial entities
53:27The sword shouldn't be moving forever...
53:27The sword shouldn't be moving forever...
53:27The sword shouldn't be moving forever...
55:34Q&A
🗩
55:34Q&A
🗩
55:34Q&A
🗩
56:42How will collision be done with moving backgrounds? Such as mazes and moving tiles? Or that won't be in this game?
56:42How will collision be done with moving backgrounds? Such as mazes and moving tiles? Or that won't be in this game?
56:42How will collision be done with moving backgrounds? Such as mazes and moving tiles? Or that won't be in this game?
59:36Why don't we use .c instead of .cpp?
59:36Why don't we use .c instead of .cpp?
59:36Why don't we use .c instead of .cpp?
1:00:03When you started with enums, why did you start with (1 << 1) instead of (1 << 0?)
1:00:03When you started with enums, why did you start with (1 << 1) instead of (1 << 0?)
1:00:03When you started with enums, why did you start with (1 << 1) instead of (1 << 0?)
1:00:26How big are the source files getting? Are you feeling overwhelmed by the size yet?
1:00:26How big are the source files getting? Are you feeling overwhelmed by the size yet?
1:00:26How big are the source files getting? Are you feeling overwhelmed by the size yet?
1:01:55What happens when you somehow glitch through a wall? Will the game crash?
1:01:55What happens when you somehow glitch through a wall? Will the game crash?
1:01:55What happens when you somehow glitch through a wall? Will the game crash?
1:02:47How many lines have you written so far?
1:02:47How many lines have you written so far?
1:02:47How many lines have you written so far?
1:03:12In what situation would you prefer callbacks to a huge switch-case block?
1:03:12In what situation would you prefer callbacks to a huge switch-case block?
1:03:12In what situation would you prefer callbacks to a huge switch-case block?
1:07:40Do we load and draw everything manually to a DIB section, then blit the final image?
1:07:40Do we load and draw everything manually to a DIB section, then blit the final image?
1:07:40Do we load and draw everything manually to a DIB section, then blit the final image?
1:08:15After you mentioned the 'do all collisions at one time' thing, it seems like in addition to being greatly easier to implement, it also matches the real-world better, like summing all the forces to get the net direction. Why would anyone every want to do an update function for each object?
1:08:15After you mentioned the 'do all collisions at one time' thing, it seems like in addition to being greatly easier to implement, it also matches the real-world better, like summing all the forces to get the net direction. Why would anyone every want to do an update function for each object?
1:08:15After you mentioned the 'do all collisions at one time' thing, it seems like in addition to being greatly easier to implement, it also matches the real-world better, like summing all the forces to get the net direction. Why would anyone every want to do an update function for each object?
1:09:42I [Jonathan Blow] use cloc to count lines. It is pretty decent.
1:09:42I [Jonathan Blow] use cloc to count lines. It is pretty decent.
1:09:42I [Jonathan Blow] use cloc to count lines. It is pretty decent.
1:12:06Besides the bits that are obviously tacked on, would you consider the Windows GUI a good API?
1:12:06Besides the bits that are obviously tacked on, would you consider the Windows GUI a good API?
1:12:06Besides the bits that are obviously tacked on, would you consider the Windows GUI a good API?
1:13:40I guess I should have asked how big it has to get for you to start feeling overwhelmed.
1:13:40I guess I should have asked how big it has to get for you to start feeling overwhelmed.
1:13:40I guess I should have asked how big it has to get for you to start feeling overwhelmed.
1:14:29How'd you decide on this order to build up the engine? Was it intuition or experience?
1:14:29How'd you decide on this order to build up the engine? Was it intuition or experience?
1:14:29How'd you decide on this order to build up the engine? Was it intuition or experience?
1:19:09Speaking of UML and diagrams, do you ever use class schematics for code planning?
1:19:09Speaking of UML and diagrams, do you ever use class schematics for code planning?
1:19:09Speaking of UML and diagrams, do you ever use class schematics for code planning?
1:19:42Don't you need to be able to enumerate every possibility in order to use a switch statement? What if you wanted to make a system that can be extended?
1:19:42Don't you need to be able to enumerate every possibility in order to use a switch statement? What if you wanted to make a system that can be extended?
1:19:42Don't you need to be able to enumerate every possibility in order to use a switch statement? What if you wanted to make a system that can be extended?
1:21:33Why use switch statements instead of just big if-else blocks?
1:21:33Why use switch statements instead of just big if-else blocks?
1:21:33Why use switch statements instead of just big if-else blocks?
1:21:54Will the way in which collisions are handled be order-independent?
1:21:54Will the way in which collisions are handled be order-independent?
1:21:54Will the way in which collisions are handled be order-independent?
1:22:56Is it better to debug as you go or towards the end of a programming cycle?
1:22:56Is it better to debug as you go or towards the end of a programming cycle?
1:22:56Is it better to debug as you go or towards the end of a programming cycle?
1:25:05Actually you want to pass --no3, otherwise it [cloc] is lying about the number of lines - it is dumb.
1:25:05Actually you want to pass --no3, otherwise it [cloc] is lying about the number of lines - it is dumb.
1:25:05Actually you want to pass --no3, otherwise it [cloc] is lying about the number of lines - it is dumb.
1:26:39Will the game have multiplayer and/or co-op?
1:26:39Will the game have multiplayer and/or co-op?
1:26:39Will the game have multiplayer and/or co-op?