Defining the Ground
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3:56handmade.h: Check the TODO list
3:56handmade.h: Check the TODO list
3:56handmade.h: Check the TODO list
4:51Blackboard: The Ground
4:51Blackboard: The Ground
4:51Blackboard: The Ground
5:45Blackboard: Quake vs. Unreal
5:45Blackboard: Quake vs. Unreal
5:45Blackboard: Quake vs. Unreal
9:01Blackboard: Quake's "Constructive Solid Geometry" Paradigm
9:01Blackboard: Quake's "Constructive Solid Geometry" Paradigm
9:01Blackboard: Quake's "Constructive Solid Geometry" Paradigm
10:39Blackboard: Unreal's "Constructive Solid Geometry" Paradigm
10:39Blackboard: Unreal's "Constructive Solid Geometry" Paradigm
10:39Blackboard: Unreal's "Constructive Solid Geometry" Paradigm
12:21Blackboard: The difference between these two models
12:21Blackboard: The difference between these two models
12:21Blackboard: The difference between these two models
14:25Blackboard: Robustness vs. Efficiency
14:25Blackboard: Robustness vs. Efficiency
14:25Blackboard: Robustness vs. Efficiency
16:55Blackboard: Propose not talking about "Ground" or "Floors", but "Rooms"
16:55Blackboard: Propose not talking about "Ground" or "Floors", but "Rooms"
16:55Blackboard: Propose not talking about "Ground" or "Floors", but "Rooms"
31:46Blackboard: What happens when you step off a ledge?
31:46Blackboard: What happens when you step off a ledge?
31:46Blackboard: What happens when you step off a ledge?
35:16handmade_sim_region.h: Add EntityType_Space entity_type
35:16handmade_sim_region.h: Add EntityType_Space entity_type
35:16handmade_sim_region.h: Add EntityType_Space entity_type
36:17handmade.cpp: Implement the ability to create an EntityType_Space
36:17handmade.cpp: Implement the ability to create an EntityType_Space
36:17handmade.cpp: Implement the ability to create an EntityType_Space
40:41handmade.cpp: Introduce AddSpace
40:41handmade.cpp: Introduce AddSpace
40:41handmade.cpp: Introduce AddSpace
47:04handmade.cpp: Rename AddSpace to AddStandardRoom and add EntityFlag_Traversable
47:04handmade.cpp: Rename AddSpace to AddStandardRoom and add EntityFlag_Traversable
47:04handmade.cpp: Rename AddSpace to AddStandardRoom and add EntityFlag_Traversable
50:49Blackboard: No overlap between adjacent rooms
50:49Blackboard: No overlap between adjacent rooms
50:49Blackboard: No overlap between adjacent rooms
51:40Run the game and see some giant rectangleS
51:40Run the game and see some giant rectangleS
51:40Run the game and see some giant rectangleS
52:23handmade.cpp: Turn off AddStandardRoom
52:23handmade.cpp: Turn off AddStandardRoom
52:23handmade.cpp: Turn off AddStandardRoom
53:15handmade.cpp: Correct the sim_entity_flags settings
53:15handmade.cpp: Correct the sim_entity_flags settings
53:15handmade.cpp: Correct the sim_entity_flags settings
54:02handmade_sim_region.cpp: Check EntityFlag_Collides in CanCollide
54:02handmade_sim_region.cpp: Check EntityFlag_Collides in CanCollide
54:02handmade_sim_region.cpp: Check EntityFlag_Collides in CanCollide
54:42Run the game and find that we now correctly don't collide with the StandardRooms
54:42Run the game and find that we now correctly don't collide with the StandardRooms
54:42Run the game and find that we now correctly don't collide with the StandardRooms
54:50handmade.cpp: Introduce PushRectOutline
54:50handmade.cpp: Introduce PushRectOutline
54:50handmade.cpp: Introduce PushRectOutline
56:37Blackboard: Drawing out the PushRectOutline
56:37Blackboard: Drawing out the PushRectOutline
56:37Blackboard: Drawing out the PushRectOutline
57:38handmade.cpp: Continue writing PushRectOutline
57:38handmade.cpp: Continue writing PushRectOutline
57:38handmade.cpp: Continue writing PushRectOutline
59:13Run the game and find that we cannot see the outline
59:13Run the game and find that we cannot see the outline
59:13Run the game and find that we cannot see the outline
59:26handmade.cpp: Increase the thickness of PushRectOutline
59:26handmade.cpp: Increase the thickness of PushRectOutline
59:26handmade.cpp: Increase the thickness of PushRectOutline
59:50Run the game and find that we're only drawing one line
59:50Run the game and find that we're only drawing one line
59:50Run the game and find that we're only drawing one line
1:00:07Debugger: Step into PushRectOutline
1:00:07Debugger: Step into PushRectOutline
1:00:07Debugger: Step into PushRectOutline
1:02:10handmade.cpp: Multiply the Dim by half
1:02:10handmade.cpp: Multiply the Dim by half
1:02:10handmade.cpp: Multiply the Dim by half
1:02:59Run the game and see our correctly drawing outline
1:02:59Run the game and see our correctly drawing outline
1:02:59Run the game and see our correctly drawing outline
1:03:45Q&A
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1:03:45Q&A
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1:03:45Q&A
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1:05:07nigna What setup do you use for debugging on Linux?
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1:05:07nigna What setup do you use for debugging on Linux?
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1:05:07nigna What setup do you use for debugging on Linux?
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1:07:01t3amkill3r Can you upload the videos somewhere else? YouTube is blocked in China. I would like to watch from the beginning
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1:07:01t3amkill3r Can you upload the videos somewhere else? YouTube is blocked in China. I would like to watch from the beginning
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1:07:01t3amkill3r Can you upload the videos somewhere else? YouTube is blocked in China. I would like to watch from the beginning
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1:07:44l4t33d When doing the vertical movement, would it be reasonable to take two measurements: one at current position, then one at "final moved" position, and average the movement?
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1:07:44l4t33d When doing the vertical movement, would it be reasonable to take two measurements: one at current position, then one at "final moved" position, and average the movement?
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1:07:44l4t33d When doing the vertical movement, would it be reasonable to take two measurements: one at current position, then one at "final moved" position, and average the movement?
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1:08:27ishytarus Are walls going to be entities, or just byproducts of the subtracting of the room volume?
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1:08:27ishytarus Are walls going to be entities, or just byproducts of the subtracting of the room volume?
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1:08:27ishytarus Are walls going to be entities, or just byproducts of the subtracting of the room volume?
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1:09:00zuurr_ LLDB works better than GDB, if you can deal with the command line interface
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1:09:00zuurr_ LLDB works better than GDB, if you can deal with the command line interface
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1:09:00zuurr_ LLDB works better than GDB, if you can deal with the command line interface
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1:09:40djohnstone8 Should you have been able to jump up to a level above the player now that you have a .9 value for the Space Z volume?
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1:09:40djohnstone8 Should you have been able to jump up to a level above the player now that you have a .9 value for the Space Z volume?
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1:09:40djohnstone8 Should you have been able to jump up to a level above the player now that you have a .9 value for the Space Z volume?
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1:10:24zamar037 Will the entities not at the player's Z level always be at the same alpha transparency or will they be slightly less visible to show that they are on a different Z level?
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1:10:24zamar037 Will the entities not at the player's Z level always be at the same alpha transparency or will they be slightly less visible to show that they are on a different Z level?
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1:10:24zamar037 Will the entities not at the player's Z level always be at the same alpha transparency or will they be slightly less visible to show that they are on a different Z level?
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1:11:54rexterrawtf Why should anyone trust you to annotate a game when you have no published success preparing a full-fledged commercial game?
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1:11:54rexterrawtf Why should anyone trust you to annotate a game when you have no published success preparing a full-fledged commercial game?
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1:11:54rexterrawtf Why should anyone trust you to annotate a game when you have no published success preparing a full-fledged commercial game?
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1:12:48h_y_p_e_r If you were a software programmer, how many apps could you have done in the same amount of time you have put into this?
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1:12:48h_y_p_e_r If you were a software programmer, how many apps could you have done in the same amount of time you have put into this?
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1:12:48h_y_p_e_r If you were a software programmer, how many apps could you have done in the same amount of time you have put into this?
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1:13:51blah238 Will there be water, and how would it affect movement?
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1:13:51blah238 Will there be water, and how would it affect movement?
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1:13:51blah238 Will there be water, and how would it affect movement?
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1:14:46Reminder: Water that you can swim in, maybe with currents too?
1:14:46Reminder: Water that you can swim in, maybe with currents too?
1:14:46Reminder: Water that you can swim in, maybe with currents too?
1:15:16quikligames Does the system used for the ground now make it harder to have things like moving platforms the player can stand on?
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1:15:16quikligames Does the system used for the ground now make it harder to have things like moving platforms the player can stand on?
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1:15:16quikligames Does the system used for the ground now make it harder to have things like moving platforms the player can stand on?
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1:15:30Reminder: Moving platforms the player can stand on
1:15:30Reminder: Moving platforms the player can stand on
1:15:30Reminder: Moving platforms the player can stand on
1:15:55hdudley Was the use of calculus involved in your programming?1
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1:15:55hdudley Was the use of calculus involved in your programming?1
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1:15:55hdudley Was the use of calculus involved in your programming?1
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1:16:42brblackmer For this scheme, will the room geometries need to overlap in order to move between rooms, or can they just abut?
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1:16:42brblackmer For this scheme, will the room geometries need to overlap in order to move between rooms, or can they just abut?
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1:16:42brblackmer For this scheme, will the room geometries need to overlap in order to move between rooms, or can they just abut?
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1:17:24stiegosaurus Can you illustrate how they do the level editors / world layouts in modern engines now?
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1:17:24stiegosaurus Can you illustrate how they do the level editors / world layouts in modern engines now?
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1:17:24stiegosaurus Can you illustrate how they do the level editors / world layouts in modern engines now?
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1:19:08dkilmer Are you going to use files to store levels? If so, will they be custom format?
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1:19:08dkilmer Are you going to use files to store levels? If so, will they be custom format?
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1:19:08dkilmer Are you going to use files to store levels? If so, will they be custom format?
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1:19:33h_y_p_e_r Would the combat algorithm in a 2D game differ from a 3D game?
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1:19:33h_y_p_e_r Would the combat algorithm in a 2D game differ from a 3D game?
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1:19:33h_y_p_e_r Would the combat algorithm in a 2D game differ from a 3D game?
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1:20:05poohshoes How can I work with other programmers when our coding styles clash?
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1:20:05poohshoes How can I work with other programmers when our coding styles clash?
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1:20:05poohshoes How can I work with other programmers when our coding styles clash?
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1:21:06rpdublee Should there be walls around stairwells now, or will we still just use the collision rules from before?
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1:21:06rpdublee Should there be walls around stairwells now, or will we still just use the collision rules from before?
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1:21:06rpdublee Should there be walls around stairwells now, or will we still just use the collision rules from before?
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1:21:29zenatsu Are you going to procedurally build levels, or pre-defined levels?
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1:21:29zenatsu Are you going to procedurally build levels, or pre-defined levels?
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1:21:29zenatsu Are you going to procedurally build levels, or pre-defined levels?
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1:21:43marksands Will wee see stuff like light sources, ray tracing, surface mapping, etc. at some point in this stream?
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1:21:43marksands Will wee see stuff like light sources, ray tracing, surface mapping, etc. at some point in this stream?
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1:21:43marksands Will wee see stuff like light sources, ray tracing, surface mapping, etc. at some point in this stream?
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1:22:21nigna Have we started doing collision detection and handling? If no, how detailed will it have to be?
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1:22:21nigna Have we started doing collision detection and handling? If no, how detailed will it have to be?
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1:22:21nigna Have we started doing collision detection and handling? If no, how detailed will it have to be?
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1:22:46dkilmer What do you think about storing game data in code?
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1:22:46dkilmer What do you think about storing game data in code?
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1:22:46dkilmer What do you think about storing game data in code?
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1:23:59protongaming So you will continue complaining about Windows while making money programming with it and Visual Studio?
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1:23:59protongaming So you will continue complaining about Windows while making money programming with it and Visual Studio?
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1:23:59protongaming So you will continue complaining about Windows while making money programming with it and Visual Studio?
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1:30:30panic00 Can you rename the stream to Casey's Little Kindergarten?
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1:30:30panic00 Can you rename the stream to Casey's Little Kindergarten?
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1:30:30panic00 Can you rename the stream to Casey's Little Kindergarten?
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1:30:58protongaming One day you said you lost hope in Microsoft, and now you say you complain so they can fix it?
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1:30:58protongaming One day you said you lost hope in Microsoft, and now you say you complain so they can fix it?
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1:30:58protongaming One day you said you lost hope in Microsoft, and now you say you complain so they can fix it?
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1:33:58dasmehdi Was git an example, or do you feel there are problems with it? Curious to hear
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1:33:58dasmehdi Was git an example, or do you feel there are problems with it? Curious to hear
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1:33:58dasmehdi Was git an example, or do you feel there are problems with it? Curious to hear
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1:35:42Call it there
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1:35:42Call it there
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1:35:42Call it there
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