1:48Take a look at the state of things, but actually address a typo
1:48Take a look at the state of things, but actually address a typo
1:48Take a look at the state of things, but actually address a typo
2:46Weird stuff can happen when you're using memory directly
2:46Weird stuff can happen when you're using memory directly
2:46Weird stuff can happen when you're using memory directly
7:31Get back to what we were doing, i.e. making seamless ground tiles
7:31Get back to what we were doing, i.e. making seamless ground tiles
7:31Get back to what we were doing, i.e. making seamless ground tiles
9:27Blackboard: How to get seamless tiles in
9:27Blackboard: How to get seamless tiles in
9:27Blackboard: How to get seamless tiles in
13:12Loop over tiles in a 3 * 3 grid
13:12Loop over tiles in a 3 * 3 grid
13:12Loop over tiles in a 3 * 3 grid
15:25Make sure that the Center accurately reflects that we're in a different Chunk area
15:25Make sure that the Center accurately reflects that we're in a different Chunk area
15:25Make sure that the Center accurately reflects that we're in a different Chunk area
16:51Blackboard: Center considerations
16:51Blackboard: Center considerations
16:51Blackboard: Center considerations
17:12Change the meaning of Center
17:12Change the meaning of Center
17:12Change the meaning of Center
19:10View the results in-game and review the code
19:10View the results in-game and review the code
19:10View the results in-game and review the code
19:57Correct the computation
19:57Correct the computation
19:57Correct the computation
21:19Take another look at it and see
21:19Take another look at it and see
21:19Take another look at it and see
21:49Owl of Shame is peeking at us right now because we forgot to use the new Center
21:49Owl of Shame is peeking at us right now because we forgot to use the new Center
21:49Owl of Shame is peeking at us right now because we forgot to use the new Center
22:31We are now seamless across X, but not Y
22:31We are now seamless across X, but not Y
22:31We are now seamless across X, but not Y
22:58Turn off the tufts and take a look at what we're doing differently with the Y
22:58Turn off the tufts and take a look at what we're doing differently with the Y
22:58Turn off the tufts and take a look at what we're doing differently with the Y
24:15Consider the problem and try flipping the Y and X to see which one is done major
24:15Consider the problem and try flipping the Y and X to see which one is done major
24:15Consider the problem and try flipping the Y and X to see which one is done major
25:04What is wrong with our Y-handling?
25:04What is wrong with our Y-handling?
25:04What is wrong with our Y-handling?
25:42Our edges are probably lining up in the wrong order
25:42Our edges are probably lining up in the wrong order
25:42Our edges are probably lining up in the wrong order
26:05Check and see if that's the case (in-game)
26:05Check and see if that's the case (in-game)
26:05Check and see if that's the case (in-game)
28:42Give it a little bit of slop
28:42Give it a little bit of slop
28:42Give it a little bit of slop
29:25Force us into a case where we run out of tiles right away
29:25Force us into a case where we run out of tiles right away
29:25Force us into a case where we run out of tiles right away
31:00Fill in each EmptyBuffer by reusing old tiles
31:00Fill in each EmptyBuffer by reusing old tiles
31:00Fill in each EmptyBuffer by reusing old tiles
32:08Keep the Chunk that's furthest from the camera
32:08Keep the Chunk that's furthest from the camera
32:08Keep the Chunk that's furthest from the camera
35:01Introduce Real32Maximum
35:01Introduce Real32Maximum
35:01Introduce Real32Maximum
35:46Find whatever Buffer would be best to replace
35:46Find whatever Buffer would be best to replace
35:46Find whatever Buffer would be best to replace
37:39Compile and review the code
37:39Compile and review the code
37:39Compile and review the code
40:08Let's see, it looks like 16 GroundBuffers is too few
40:08Let's see, it looks like 16 GroundBuffers is too few
40:08Let's see, it looks like 16 GroundBuffers is too few
41:54Do the detail splats last
41:54Do the detail splats last
41:54Do the detail splats last
43:50What should we do in 15 minutes?
43:50What should we do in 15 minutes?
43:50What should we do in 15 minutes?
44:49Make the code-reloading tell us when the code is reloaded
44:49Make the code-reloading tell us when the code is reloaded
44:49Make the code-reloading tell us when the code is reloaded
47:23Test the new and improved live code editing
47:23Test the new and improved live code editing
47:23Test the new and improved live code editing
48:27Casey is a little concerned that we're drawing too much...
48:27Casey is a little concerned that we're drawing too much...
48:27Casey is a little concerned that we're drawing too much...
49:46Count how many GroundBuffers fit on the screen
49:46Count how many GroundBuffers fit on the screen
49:46Count how many GroundBuffers fit on the screen
50:16Assess our current situation
50:16Assess our current situation
50:16Assess our current situation
52:04jazzy_josh Are the randomly generated floor tiles being cached yet?
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52:04jazzy_josh Are the randomly generated floor tiles being cached yet?
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52:04jazzy_josh Are the randomly generated floor tiles being cached yet?
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52:20freddukes Do you think having things in place like static cast to put more checks, e.g. int to pointer, is useful over standard C-style cast which just ignores all type-checking? Wouldn't a static cast have found that bug at the start of the stream?
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52:20freddukes Do you think having things in place like static cast to put more checks, e.g. int to pointer, is useful over standard C-style cast which just ignores all type-checking? Wouldn't a static cast have found that bug at the start of the stream?
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52:20freddukes Do you think having things in place like static cast to put more checks, e.g. int to pointer, is useful over standard C-style cast which just ignores all type-checking? Wouldn't a static cast have found that bug at the start of the stream?
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55:29QuickliGames Do you think the clumpiness is actually due to splat distance from the centre of the chunks?
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55:29QuickliGames Do you think the clumpiness is actually due to splat distance from the centre of the chunks?
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55:29QuickliGames Do you think the clumpiness is actually due to splat distance from the centre of the chunks?
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57:20cdawzrd Do you know why the trees are wiggling around sometimes?
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57:20cdawzrd Do you know why the trees are wiggling around sometimes?
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57:20cdawzrd Do you know why the trees are wiggling around sometimes?
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59:03cezonezor What is causing the lag?
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59:03cezonezor What is causing the lag?
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59:03cezonezor What is causing the lag?
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1:01:12maato_ Are there still places where the background colour shows through the ground tiles?
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1:01:12maato_ Are there still places where the background colour shows through the ground tiles?
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1:01:12maato_ Are there still places where the background colour shows through the ground tiles?
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1:02:39cmbasckeira Is this Chunk code already prepared for adding holes to the ground?
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1:02:39cmbasckeira Is this Chunk code already prepared for adding holes to the ground?
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1:02:39cmbasckeira Is this Chunk code already prepared for adding holes to the ground?
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1:07:01insofaras Could you make code that ensures a certain frame-rate but uses extra available time to generate the ground textures in the background, maybe generating a low-quality version first to avoid having no texture at all?
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1:07:01insofaras Could you make code that ensures a certain frame-rate but uses extra available time to generate the ground textures in the background, maybe generating a low-quality version first to avoid having no texture at all?
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1:07:01insofaras Could you make code that ensures a certain frame-rate but uses extra available time to generate the ground textures in the background, maybe generating a low-quality version first to avoid having no texture at all?
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1:08:58Recap, a glimpse into the future and closing remarks
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1:08:58Recap, a glimpse into the future and closing remarks
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1:08:58Recap, a glimpse into the future and closing remarks
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