1:31Blackboard: Processing entities in pairs
1:31Blackboard: Processing entities in pairs
1:31Blackboard: Processing entities in pairs
4:23Blackboard: Using that table to process stairwell overlapping
4:23Blackboard: Using that table to process stairwell overlapping
4:23Blackboard: Using that table to process stairwell overlapping
6:57Blackboard: Travelling inside the stairwell
6:57Blackboard: Travelling inside the stairwell
6:57Blackboard: Travelling inside the stairwell
9:07Blackboard: Letting the stairwell take control
9:07Blackboard: Letting the stairwell take control
9:07Blackboard: Letting the stairwell take control
13:58handmade_sim_region.cpp: Remove the WasOverlapping check
13:58handmade_sim_region.cpp: Remove the WasOverlapping check
13:58handmade_sim_region.cpp: Remove the WasOverlapping check
15:12Add HandleOverlap to MoveEntity
15:12Add HandleOverlap to MoveEntity
15:12Add HandleOverlap to MoveEntity
17:59Compile and double check that it's still working
17:59Compile and double check that it's still working
17:59Compile and double check that it's still working
18:13Write CanOverlap and HandleOverlap
18:13Write CanOverlap and HandleOverlap
18:13Write CanOverlap and HandleOverlap
20:59Consider reconceptualising the Ground
20:59Consider reconceptualising the Ground
20:59Consider reconceptualising the Ground
24:12Continue writing HandleOverlap
24:12Continue writing HandleOverlap
24:12Continue writing HandleOverlap
25:23Learn something new about the codebaseα
25:23Learn something new about the codebaseα
25:23Learn something new about the codebaseα
25:29handmade.cpp: Draw the Stairwell as a rectangle
25:29handmade.cpp: Draw the Stairwell as a rectangle
25:29handmade.cpp: Draw the Stairwell as a rectangle
26:48Take a look at the stairwell and describe what we want to do
26:48Take a look at the stairwell and describe what we want to do
26:48Take a look at the stairwell and describe what we want to do
27:28Blackboard: Handling both ends of the stairwell
27:28Blackboard: Handling both ends of the stairwell
27:28Blackboard: Handling both ends of the stairwell
28:48Blackboard: The concept of mapping for any rectangle
28:48Blackboard: The concept of mapping for any rectangle
28:48Blackboard: The concept of mapping for any rectangle
34:39"This means nothing"β
34:39"This means nothing"β
34:39"This means nothing"β
35:17handmade_math.h: Introduce GetBarycentric
35:17handmade_math.h: Introduce GetBarycentric
35:17handmade_math.h: Introduce GetBarycentric
36:42Introduce SafeRatio functions
36:42Introduce SafeRatio functions
36:42Introduce SafeRatio functions
39:03Use GetBarycentric in HandleOverlap
39:03Use GetBarycentric in HandleOverlap
39:03Use GetBarycentric in HandleOverlap
42:41handmade_math.h: Introduce Lerp
42:41handmade_math.h: Introduce Lerp
42:41handmade_math.h: Introduce Lerp
43:05handmade_sim_region.cpp: Use Lerp in HandleOverlap
43:05handmade_sim_region.cpp: Use Lerp in HandleOverlap
43:05handmade_sim_region.cpp: Use Lerp in HandleOverlap
43:56Handle the stairwell collision in CanCollide
43:56Handle the stairwell collision in CanCollide
43:56Handle the stairwell collision in CanCollide
44:21Run the game and try walking through the stairwell
44:21Run the game and try walking through the stairwell
44:21Run the game and try walking through the stairwell
44:50Debugger: Step into HandleOverlap
44:50Debugger: Step into HandleOverlap
44:50Debugger: Step into HandleOverlap
45:38handmade_sim_region.cpp: Check for things overlapping themselves
45:38handmade_sim_region.cpp: Check for things overlapping themselves
45:38handmade_sim_region.cpp: Check for things overlapping themselves
46:15handmade.cpp and handmade_sim_region.h: Introduce EntityFlag_Moveable
46:15handmade.cpp and handmade_sim_region.h: Introduce EntityFlag_Moveable
46:15handmade.cpp and handmade_sim_region.h: Introduce EntityFlag_Moveable
48:13handmade_entity.h: Pluralise the Flag functions
48:13handmade_entity.h: Pluralise the Flag functions
48:13handmade_entity.h: Pluralise the Flag functions
49:06Debugger: Step into HandleOverlap
49:06Debugger: Step into HandleOverlap
49:06Debugger: Step into HandleOverlap
49:45We already need the clampγ
49:45We already need the clampγ
49:45We already need the clampγ
50:05Blackboard: How a guy can overlap the stairwell despite his point not being in it
50:05Blackboard: How a guy can overlap the stairwell despite his point not being in it
50:05Blackboard: How a guy can overlap the stairwell despite his point not being in it
50:36handmade_math.h: Introduce Clamp functions
50:36handmade_math.h: Introduce Clamp functions
50:36handmade_math.h: Introduce Clamp functions
52:51Debugger: Step into HandleOverlap and ensure that our barycentric coordinates are normalised
52:51Debugger: Step into HandleOverlap and ensure that our barycentric coordinates are normalised
52:51Debugger: Step into HandleOverlap and ensure that our barycentric coordinates are normalised
53:48Blackboard: Positioning our stairwell
53:48Blackboard: Positioning our stairwell
53:48Blackboard: Positioning our stairwell
55:02handmade.cpp: Do an offset of that ChunkPositionFromTilePosition, because he canδ
55:02handmade.cpp: Do an offset of that ChunkPositionFromTilePosition, because he canδ
55:02handmade.cpp: Do an offset of that ChunkPositionFromTilePosition, because he canδ
55:56handmade_world.h: Make ChunkPositionFromTilePosition take AdditionalOffset
55:56handmade_world.h: Make ChunkPositionFromTilePosition take AdditionalOffset
55:56handmade_world.h: Make ChunkPositionFromTilePosition take AdditionalOffset
56:27Run the game and look for the stairwell
56:27Run the game and look for the stairwell
56:27Run the game and look for the stairwell
56:52handmade_sim_region.cpp: Gather entities by ChunkZ correctly
56:52handmade_sim_region.cpp: Gather entities by ChunkZ correctly
56:52handmade_sim_region.cpp: Gather entities by ChunkZ correctly
58:14Run the game and see two levels at the same time
58:14Run the game and see two levels at the same time
58:14Run the game and see two levels at the same time
58:59Debugger: Step into HandleOverlap and find that we're not hitting the test
58:59Debugger: Step into HandleOverlap and find that we're not hitting the test
58:59Debugger: Step into HandleOverlap and find that we're not hitting the test
1:00:23Debugger: Investigate why the inclusion test fails
1:00:23Debugger: Investigate why the inclusion test fails
1:00:23Debugger: Investigate why the inclusion test fails
1:01:35Blackboard: The perils of not having the concept of Ground
1:01:35Blackboard: The perils of not having the concept of Ground
1:01:35Blackboard: The perils of not having the concept of Ground
1:03:12handmade.cpp: Make the stairwells bigger for now
1:03:12handmade.cpp: Make the stairwells bigger for now
1:03:12handmade.cpp: Make the stairwells bigger for now
1:03:58Run the game and find we're lerping properly
1:03:58Run the game and find we're lerping properly
1:03:58Run the game and find we're lerping properly
1:04:38handmade_sim_region.cpp: Use our Ground value
1:04:38handmade_sim_region.cpp: Use our Ground value
1:04:38handmade_sim_region.cpp: Use our Ground value
1:04:57Run the game and find that we're getting closer
1:04:57Run the game and find that we're getting closer
1:04:57Run the game and find that we're getting closer
1:06:40handmade_sim_region.cpp: Additionally test the entities' Z planes to determine if they CanCollide
1:06:40handmade_sim_region.cpp: Additionally test the entities' Z planes to determine if they CanCollide
1:06:40handmade_sim_region.cpp: Additionally test the entities' Z planes to determine if they CanCollide
1:07:07Run the game and find that we're sort of getting there
1:07:07Run the game and find that we're sort of getting there
1:07:07Run the game and find that we're sort of getting there
1:09:11duroate Is the familiar going to be programmed to be able to go through the stairwell or instantly teleported to the floor?
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1:09:11duroate Is the familiar going to be programmed to be able to go through the stairwell or instantly teleported to the floor?
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1:09:11duroate Is the familiar going to be programmed to be able to go through the stairwell or instantly teleported to the floor?
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1:10:04jackkrozzer When are we going to do priority for which sprite is in front and in the background? (I don't know what that is called)
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1:10:04jackkrozzer When are we going to do priority for which sprite is in front and in the background? (I don't know what that is called)
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1:10:04jackkrozzer When are we going to do priority for which sprite is in front and in the background? (I don't know what that is called)
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1:12:02duroate You mentioned that you'll be able to attack from below / above. Will you be able to do that on the stairwell?
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1:12:02duroate You mentioned that you'll be able to attack from below / above. Will you be able to do that on the stairwell?
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1:12:02duroate You mentioned that you'll be able to attack from below / above. Will you be able to do that on the stairwell?
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1:12:59thisdyingsoul I've just started to see your videos, but you already talked / programmed about entity systems. Will you use it here?
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1:12:59thisdyingsoul I've just started to see your videos, but you already talked / programmed about entity systems. Will you use it here?
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1:12:59thisdyingsoul I've just started to see your videos, but you already talked / programmed about entity systems. Will you use it here?
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1:14:00ps4tv Does the scope of this application include moving environments, so you will need to introduce logic to detect movement of assets?
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1:14:00ps4tv Does the scope of this application include moving environments, so you will need to introduce logic to detect movement of assets?
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1:14:00ps4tv Does the scope of this application include moving environments, so you will need to introduce logic to detect movement of assets?
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1:14:50insofaras Will the game have color grading for different areas, e.g. the blue & black cloak the hero wears might appear as two other colors in some lighting conditions?
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1:14:50insofaras Will the game have color grading for different areas, e.g. the blue & black cloak the hero wears might appear as two other colors in some lighting conditions?
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1:14:50insofaras Will the game have color grading for different areas, e.g. the blue & black cloak the hero wears might appear as two other colors in some lighting conditions?
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1:16:00ifingerbangedurcat What are the piece groups and how are they used / useful for our current use in sprite rendering?
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1:16:00ifingerbangedurcat What are the piece groups and how are they used / useful for our current use in sprite rendering?
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1:16:00ifingerbangedurcat What are the piece groups and how are they used / useful for our current use in sprite rendering?
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1:17:15vashnare Can you please, forgive my French, somehow un *** the net coding for DayZ Standalone and finish what Dean "Rocket" Hall gave up on?
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1:17:15vashnare Can you please, forgive my French, somehow un *** the net coding for DayZ Standalone and finish what Dean "Rocket" Hall gave up on?
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1:17:15vashnare Can you please, forgive my French, somehow un *** the net coding for DayZ Standalone and finish what Dean "Rocket" Hall gave up on?
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1:18:17jackkrozzer Will enemies follow you upstairs or down? If they do, how will the space outside the camera work?
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1:18:17jackkrozzer Will enemies follow you upstairs or down? If they do, how will the space outside the camera work?
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1:18:17jackkrozzer Will enemies follow you upstairs or down? If they do, how will the space outside the camera work?
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1:18:44gaudongaming How will you handle sprite animation? Are you using a library and have you ever hear of the Spine 2D skeleton animation framework?
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1:18:44gaudongaming How will you handle sprite animation? Are you using a library and have you ever hear of the Spine 2D skeleton animation framework?
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1:18:44gaudongaming How will you handle sprite animation? Are you using a library and have you ever hear of the Spine 2D skeleton animation framework?
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1:19:51jackkrozzer Who is that guy?
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1:19:51jackkrozzer Who is that guy?
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1:19:51jackkrozzer Who is that guy?
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1:21:37jackkrozzer I mean with there being different floors will it be different? I am assuming not
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1:21:37jackkrozzer I mean with there being different floors will it be different? I am assuming not
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1:21:37jackkrozzer I mean with there being different floors will it be different? I am assuming not
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1:22:48xghost7 Can you run this game so some of us see its current state?
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1:22:48xghost7 Can you run this game so some of us see its current state?
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1:22:48xghost7 Can you run this game so some of us see its current state?
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1:26:54jackkrozzer Okay, so you know how we have the camera space and then there's a space outside that we can't see but entities are still moving? Will we need to edit that code to make it work on "Vertical" floors? It's okay if you don't get it. I may be thinking too far in
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1:26:54jackkrozzer Okay, so you know how we have the camera space and then there's a space outside that we can't see but entities are still moving? Will we need to edit that code to make it work on "Vertical" floors? It's okay if you don't get it. I may be thinking too far in
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1:26:54jackkrozzer Okay, so you know how we have the camera space and then there's a space outside that we can't see but entities are still moving? Will we need to edit that code to make it work on "Vertical" floors? It's okay if you don't get it. I may be thinking too far in
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1:28:02shadowrelic Would we use a fixed, discrete animation for moving up and down stairs a la Link to the Past, or would the goal be to make movement seamless?
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1:28:02shadowrelic Would we use a fixed, discrete animation for moving up and down stairs a la Link to the Past, or would the goal be to make movement seamless?
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1:28:02shadowrelic Would we use a fixed, discrete animation for moving up and down stairs a la Link to the Past, or would the goal be to make movement seamless?
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1:29:04xghost7 How much lines of code do you have at the moment?
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1:29:04xghost7 How much lines of code do you have at the moment?
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1:29:04xghost7 How much lines of code do you have at the moment?
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