Cleaning Up the Renderer API
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0:57Go ahead and see where we're at
0:57Go ahead and see where we're at
0:57Go ahead and see where we're at
3:55Come back here to our code
3:55Come back here to our code
3:55Come back here to our code
6:12Pull functions out into handmade_render_group.h and look at them
6:12Pull functions out into handmade_render_group.h and look at them
6:12Pull functions out into handmade_render_group.h and look at them
7:25Remove PushPiece in favour of PushBitmap
7:25Remove PushPiece in favour of PushBitmap
7:25Remove PushPiece in favour of PushBitmap
12:50Specify that a bitmap's alignment will be directly associated with it
12:50Specify that a bitmap's alignment will be directly associated with it
12:50Specify that a bitmap's alignment will be directly associated with it
15:36Massage and pass the alignment where needed
15:36Massage and pass the alignment where needed
15:36Massage and pass the alignment where needed
22:13Check it out in-game and investigate the Shadow
22:13Check it out in-game and investigate the Shadow
22:13Check it out in-game and investigate the Shadow
23:22Consider drilling down into PushBitmap a little more
23:22Consider drilling down into PushBitmap a little more
23:22Consider drilling down into PushBitmap a little more
24:43Figure out what's going on with our Z-positioning
24:43Figure out what's going on with our Z-positioning
24:43Figure out what's going on with our Z-positioning
32:05Blackboard: Hacky shadows
32:05Blackboard: Hacky shadows
32:05Blackboard: Hacky shadows
34:02Decommission EntityZC
34:02Decommission EntityZC
34:02Decommission EntityZC
36:15Continue with the Z code
36:15Continue with the Z code
36:15Continue with the Z code
42:35Run it and see that it looks fine
42:35Run it and see that it looks fine
42:35Run it and see that it looks fine
42:54Halve the Z-position of EntityType_Space
42:54Halve the Z-position of EntityType_Space
42:54Halve the Z-position of EntityType_Space
44:49Try to handle our Z in a more sane way
44:49Try to handle our Z in a more sane way
44:49Try to handle our Z in a more sane way
47:02Give the familiar some attention and keep going with that
47:02Give the familiar some attention and keep going with that
47:02Give the familiar some attention and keep going with that
52:03Blackboard: How the EntityBasis is conceptualised
52:03Blackboard: How the EntityBasis is conceptualised
52:03Blackboard: How the EntityBasis is conceptualised
53:54Only use the EntityBaseP.z for scaling
53:54Only use the EntityBaseP.z for scaling
53:54Only use the EntityBaseP.z for scaling
54:31Check it out in-game, scrutinising the jumping
54:31Check it out in-game, scrutinising the jumping
54:31Check it out in-game, scrutinising the jumping
56:37Q&A
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56:37Q&A
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56:37Q&A
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57:38stelar7 Why are you using AlignX and AlignY, instead of a v2 (in bitmap)?
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57:38stelar7 Why are you using AlignX and AlignY, instead of a v2 (in bitmap)?
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57:38stelar7 Why are you using AlignX and AlignY, instead of a v2 (in bitmap)?
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1:00:08stelar7 Shouldn't the shadow move somewhat up when he jumps (because of the angled viewport)?
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1:00:08stelar7 Shouldn't the shadow move somewhat up when he jumps (because of the angled viewport)?
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1:00:08stelar7 Shouldn't the shadow move somewhat up when he jumps (because of the angled viewport)?
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1:00:51cubercaleb Could you make the circle reflect a bitmap like a tree if you wanted?
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1:00:51cubercaleb Could you make the circle reflect a bitmap like a tree if you wanted?
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1:00:51cubercaleb Could you make the circle reflect a bitmap like a tree if you wanted?
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1:03:05stelar7 Can you let the orb sample from the ground, or is that some time away?
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1:03:05stelar7 Can you let the orb sample from the ground, or is that some time away?
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1:03:05stelar7 Can you let the orb sample from the ground, or is that some time away?
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1:06:29gasto5 How much zooming will the game support?
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1:06:29gasto5 How much zooming will the game support?
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1:06:29gasto5 How much zooming will the game support?
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1:06:55limyc I keep hearing you say entity, but I take it you don't mean entity in the Entity Component System sense. Is that correct?
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1:06:55limyc I keep hearing you say entity, but I take it you don't mean entity in the Entity Component System sense. Is that correct?
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1:06:55limyc I keep hearing you say entity, but I take it you don't mean entity in the Entity Component System sense. Is that correct?
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1:07:18btngames You were going to add a comment to your ZFudge code to say why XY was used only, not Z to avoid skewing trees, character, etc
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1:07:18btngames You were going to add a comment to your ZFudge code to say why XY was used only, not Z to avoid skewing trees, character, etc
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1:07:18btngames You were going to add a comment to your ZFudge code to say why XY was used only, not Z to avoid skewing trees, character, etc
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1:08:00ca2dev I think I missed the day, but the bitmap is being texturized using a normal function (into the sphere)?
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1:08:00ca2dev I think I missed the day, but the bitmap is being texturized using a normal function (into the sphere)?
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1:08:00ca2dev I think I missed the day, but the bitmap is being texturized using a normal function (into the sphere)?
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1:08:10insofaras When are we going to scale the hero down?
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1:08:10insofaras When are we going to scale the hero down?
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1:08:10insofaras When are we going to scale the hero down?
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1:08:50Casey feels like there's a bug with our edges
1:08:50Casey feels like there's a bug with our edges
1:08:50Casey feels like there's a bug with our edges
1:09:15gasto5 Would you implement a "lamp in a dark room" effect with shadow mapping?
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1:09:15gasto5 Would you implement a "lamp in a dark room" effect with shadow mapping?
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1:09:15gasto5 Would you implement a "lamp in a dark room" effect with shadow mapping?
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1:10:42stelar7 Will there be emitters of some kind, like sparks from a fire?
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1:10:42stelar7 Will there be emitters of some kind, like sparks from a fire?
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1:10:42stelar7 Will there be emitters of some kind, like sparks from a fire?
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1:11:04gasto5 How would you implement a lamp in a dark room effect in a 2D game?
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1:11:04gasto5 How would you implement a lamp in a dark room effect in a 2D game?
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1:11:04gasto5 How would you implement a lamp in a dark room effect in a 2D game?
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1:12:05ca2dev Is it common in game development to use normal function for texturizing? Is it performant? Or is it much more common to break in texturizing triangles surfaces?
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1:12:05ca2dev Is it common in game development to use normal function for texturizing? Is it performant? Or is it much more common to break in texturizing triangles surfaces?
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1:12:05ca2dev Is it common in game development to use normal function for texturizing? Is it performant? Or is it much more common to break in texturizing triangles surfaces?
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1:14:07insofaras Will the entities have projected shadows or just blob shadows like the head has currently?
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1:14:07insofaras Will the entities have projected shadows or just blob shadows like the head has currently?
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1:14:07insofaras Will the entities have projected shadows or just blob shadows like the head has currently?
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1:15:08stelar7 "Un-optimized"? Don't you have -O2 on?
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1:15:08stelar7 "Un-optimized"? Don't you have -O2 on?
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1:15:08stelar7 "Un-optimized"? Don't you have -O2 on?
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1:16:20ttbjm Will the shadow be reflected in the normal map?
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1:16:20ttbjm Will the shadow be reflected in the normal map?
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1:16:20ttbjm Will the shadow be reflected in the normal map?
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1:16:37gasto5 Will the particles effects system interact with the normal maps?
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1:16:37gasto5 Will the particles effects system interact with the normal maps?
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1:16:37gasto5 Will the particles effects system interact with the normal maps?
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1:17:30Go ahead and close things down for the day, then
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1:17:30Go ahead and close things down for the day, then
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1:17:30Go ahead and close things down for the day, then
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