4:29Blackboard: Augmenting the collision loop to loop over two types of t value
4:29Blackboard: Augmenting the collision loop to loop over two types of t value
4:29Blackboard: Augmenting the collision loop to loop over two types of t value
5:10handmade_sim_region.cpp: Introduce tMax
5:10handmade_sim_region.cpp: Introduce tMax
5:10handmade_sim_region.cpp: Introduce tMax
5:58handmade_sim_region.cpp: Consider how best to modify this routine
5:58handmade_sim_region.cpp: Consider how best to modify this routine
5:58handmade_sim_region.cpp: Consider how best to modify this routine
11:03handmade_sim_region.cpp: Loop over the Walls to get all of the data taken by TestWall
11:03handmade_sim_region.cpp: Loop over the Walls to get all of the data taken by TestWall
11:03handmade_sim_region.cpp: Loop over the Walls to get all of the data taken by TestWall
15:15handmade_sim_region.cpp: Introduce test_wall
15:15handmade_sim_region.cpp: Introduce test_wall
15:15handmade_sim_region.cpp: Introduce test_wall
15:56Run the game and make sure it's still working
15:56Run the game and make sure it's still working
15:56Run the game and make sure it's still working
16:14handmade_sim_region.cpp: Embed TestWall directly in the collision loop
16:14handmade_sim_region.cpp: Embed TestWall directly in the collision loop
16:14handmade_sim_region.cpp: Embed TestWall directly in the collision loop
17:45Run the game and test the collision
17:45Run the game and test the collision
17:45Run the game and test the collision
18:52handmade_sim_region.cpp: Test tMax
18:52handmade_sim_region.cpp: Test tMax
18:52handmade_sim_region.cpp: Test tMax
22:03handmade_sim_region.cpp: Massage the routine
22:03handmade_sim_region.cpp: Massage the routine
22:03handmade_sim_region.cpp: Massage the routine
24:27handmade_sim_region.cpp: Implement the tMin vs. tMax logic
24:27handmade_sim_region.cpp: Implement the tMin vs. tMax logic
24:27handmade_sim_region.cpp: Implement the tMin vs. tMax logic
26:27handmade_sim_region.cpp: Write the tests for Overlap and EntityFlag_Traversable
26:27handmade_sim_region.cpp: Write the tests for Overlap and EntityFlag_Traversable
26:27handmade_sim_region.cpp: Write the tests for Overlap and EntityFlag_Traversable
28:09Encourage us not to be scared of solving complex problems
28:09Encourage us not to be scared of solving complex problems
28:09Encourage us not to be scared of solving complex problems
32:49handmade_sim_region.cpp: Improve the overlap test
32:49handmade_sim_region.cpp: Improve the overlap test
32:49handmade_sim_region.cpp: Improve the overlap test
35:57handmade_sim_region.cpp: Introduce EntitiesOverlap for this overlap test
35:57handmade_sim_region.cpp: Introduce EntitiesOverlap for this overlap test
35:57handmade_sim_region.cpp: Introduce EntitiesOverlap for this overlap test
38:42handmade_sim_region.cpp: Make EntitiesOverlap take an Epsilon enlargement region
38:42handmade_sim_region.cpp: Make EntitiesOverlap take an Epsilon enlargement region
38:42handmade_sim_region.cpp: Make EntitiesOverlap take an Epsilon enlargement region
40:06handmade_sim_region.cpp: Reenable the EntityFlag_Traversable test and use EntitiesOverlap
40:06handmade_sim_region.cpp: Reenable the EntityFlag_Traversable test and use EntitiesOverlap
40:06handmade_sim_region.cpp: Reenable the EntityFlag_Traversable test and use EntitiesOverlap
41:52Run the game and find that we can't get past our tMax
41:52Run the game and find that we can't get past our tMax
41:52Run the game and find that we can't get past our tMax
42:27handmade_sim_region.cpp: Move tMin, tMax and HitThis inside the loop
42:27handmade_sim_region.cpp: Move tMin, tMax and HitThis inside the loop
42:27handmade_sim_region.cpp: Move tMin, tMax and HitThis inside the loop
44:03handmade_sim_region.cpp: Rethink the logic of the collision routine
44:03handmade_sim_region.cpp: Rethink the logic of the collision routine
44:03handmade_sim_region.cpp: Rethink the logic of the collision routine
46:25Run the game and find that we're working a little more properly
46:25Run the game and find that we're working a little more properly
46:25Run the game and find that we're working a little more properly
46:44handmade.cpp: Only create walls in the first room in order to test the new world definition
46:44handmade.cpp: Only create walls in the first room in order to test the new world definition
46:44handmade.cpp: Only create walls in the first room in order to test the new world definition
47:07Run the game and test the collision detection
47:07Run the game and test the collision detection
47:07Run the game and test the collision detection
50:04handmade_sim_region.cpp: Increase the size of the overlap Epsilon
50:04handmade_sim_region.cpp: Increase the size of the overlap Epsilon
50:04handmade_sim_region.cpp: Increase the size of the overlap Epsilon
51:55Debugger: Step into the collision routine
51:55Debugger: Step into the collision routine
51:55Debugger: Step into the collision routine
54:03handmade_sim_region.cpp: Initialise tMaxTest to our current tMax
54:03handmade_sim_region.cpp: Initialise tMaxTest to our current tMax
54:03handmade_sim_region.cpp: Initialise tMaxTest to our current tMax
54:34Run the game and find that everything seems pretty good, but still a little janky
54:34Run the game and find that everything seems pretty good, but still a little janky
54:34Run the game and find that everything seems pretty good, but still a little janky
54:55Set the stage for next week
54:55Set the stage for next week
54:55Set the stage for next week
55:43Consult the TODO list
55:43Consult the TODO list
55:43Consult the TODO list
58:14a_pulsing_mage Can you explain the LengthOf(array) macro, and the sizeof pointers?
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58:14a_pulsing_mage Can you explain the LengthOf(array) macro, and the sizeof pointers?
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58:14a_pulsing_mage Can you explain the LengthOf(array) macro, and the sizeof pointers?
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1:06:19ttbjm Will the space entities be used for the collision optimization you were talking about in an earlier stream? o(n^2) stuff
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1:06:19ttbjm Will the space entities be used for the collision optimization you were talking about in an earlier stream? o(n^2) stuff
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1:06:19ttbjm Will the space entities be used for the collision optimization you were talking about in an earlier stream? o(n^2) stuff
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1:07:18insofaras sizeof(game_input::Controllers) works for me with g++
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1:07:18insofaras sizeof(game_input::Controllers) works for me with g++
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1:07:18insofaras sizeof(game_input::Controllers) works for me with g++
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1:08:09kknewkles I noticed that you tend to mostly skip over questions past the first question mark. Is it because you just parse that way or the rest tends to be not much interesting?
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1:08:09kknewkles I noticed that you tend to mostly skip over questions past the first question mark. Is it because you just parse that way or the rest tends to be not much interesting?
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1:08:09kknewkles I noticed that you tend to mostly skip over questions past the first question mark. Is it because you just parse that way or the rest tends to be not much interesting?
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1:09:03garlandobloom For things like the projectiles, are we going to extend their bounding boxes in the Z axis so they will always hit enemies that are below them? Or are we going to handle that in screen space somehow?
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1:09:03garlandobloom For things like the projectiles, are we going to extend their bounding boxes in the Z axis so they will always hit enemies that are below them? Or are we going to handle that in screen space somehow?
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1:09:03garlandobloom For things like the projectiles, are we going to extend their bounding boxes in the Z axis so they will always hit enemies that are below them? Or are we going to handle that in screen space somehow?
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1:10:04dmitsuki Do you dislike templates?
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1:10:04dmitsuki Do you dislike templates?
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1:10:04dmitsuki Do you dislike templates?
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1:11:17samfosteriam How will you handle something like an explosion that affects all things in an area? Then it's not 1 entity colliding with another
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1:11:17samfosteriam How will you handle something like an explosion that affects all things in an area? Then it's not 1 entity colliding with another
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1:11:17samfosteriam How will you handle something like an explosion that affects all things in an area? Then it's not 1 entity colliding with another
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1:12:09flynnspixel What do you think about the new Vulkan API?
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1:12:09flynnspixel What do you think about the new Vulkan API?
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1:12:09flynnspixel What do you think about the new Vulkan API?
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