2:43Recap our current situation
2:43Recap our current situation
2:43Recap our current situation
5:00Take a look in handmade_render_group.cpp
5:00Take a look in handmade_render_group.cpp
5:00Take a look in handmade_render_group.cpp
5:58Render bitmaps using the DrawRectangleSlowly function
5:58Render bitmaps using the DrawRectangleSlowly function
5:58Render bitmaps using the DrawRectangleSlowly function
7:18Call through the slow path?
7:18Call through the slow path?
7:18Call through the slow path?
8:44Check it out in-game, considering how unoptimised the code is
8:44Check it out in-game, considering how unoptimised the code is
8:44Check it out in-game, considering how unoptimised the code is
15:23Blackboard: Intermediate buffering
15:23Blackboard: Intermediate buffering
15:23Blackboard: Intermediate buffering
16:54Blackboard: The stupid wayα
16:54Blackboard: The stupid wayα
16:54Blackboard: The stupid wayα
17:28Temporarily set the arrow keys to move the camera up and down
17:28Temporarily set the arrow keys to move the camera up and down
17:28Temporarily set the arrow keys to move the camera up and down
22:18Reduce the ZFudge factor
22:18Reduce the ZFudge factor
22:18Reduce the ZFudge factor
23:14See that the positions are being scaled, and go ahead and scale the size
23:14See that the positions are being scaled, and go ahead and scale the size
23:14See that the positions are being scaled, and go ahead and scale the size
25:45Check out the scaling in-game and note a bug with the tree popping
25:45Check out the scaling in-game and note a bug with the tree popping
25:45Check out the scaling in-game and note a bug with the tree popping
27:03Give the ground chunks a ZOffset
27:03Give the ground chunks a ZOffset
27:03Give the ground chunks a ZOffset
28:21Blackboard: Preventing leaning
28:21Blackboard: Preventing leaning
28:21Blackboard: Preventing leaning
28:56Do a Basis push for the GroundBuffer
28:56Do a Basis push for the GroundBuffer
28:56Do a Basis push for the GroundBuffer
30:07We're close, but things scale counter to each other
30:07We're close, but things scale counter to each other
30:07We're close, but things scale counter to each other
31:41Turn off the ground chunks and the debug rectangles, for now
31:41Turn off the ground chunks and the debug rectangles, for now
31:41Turn off the ground chunks and the debug rectangles, for now
32:38Take a good look at what's happening in-game
32:38Take a good look at what's happening in-game
32:38Take a good look at what's happening in-game
34:42Scale around ScreenCenter
34:42Scale around ScreenCenter
34:42Scale around ScreenCenter
36:12Moment of realisation: The EntityBasis->Offset.xy is currently incorrect
36:12Moment of realisation: The EntityBasis->Offset.xy is currently incorrect
36:12Moment of realisation: The EntityBasis->Offset.xy is currently incorrect
38:09Blackboard: How that Offset currently works
38:09Blackboard: How that Offset currently works
38:09Blackboard: How that Offset currently works
38:42Multiply the Offset by the ZFudge
38:42Multiply the Offset by the ZFudge
38:42Multiply the Offset by the ZFudge
39:35Check it out in-game and turn the ground chunks back on
39:35Check it out in-game and turn the ground chunks back on
39:35Check it out in-game and turn the ground chunks back on
41:27Show some problems with alpha fading
41:27Show some problems with alpha fading
41:27Show some problems with alpha fading
45:43Blackboard: Render buffers
45:43Blackboard: Render buffers
45:43Blackboard: Render buffers
46:57Turn off the ground buffer rendering and turn on multiple world layers
46:57Turn off the ground buffer rendering and turn on multiple world layers
46:57Turn off the ground buffer rendering and turn on multiple world layers
48:51Turn the ground buffers off entirely
48:51Turn the ground buffers off entirely
48:51Turn the ground buffers off entirely
49:23Consider the weird notion of Y-displacement for Z
49:23Consider the weird notion of Y-displacement for Z
49:23Consider the weird notion of Y-displacement for Z
50:50Set GlobalAlpha to 0 and try turning off that Y-displacement
50:50Set GlobalAlpha to 0 and try turning off that Y-displacement
50:50Set GlobalAlpha to 0 and try turning off that Y-displacement
57:40pseudonym73 Did I see that correctly, that the ground shadow jumps along with the hero?
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57:40pseudonym73 Did I see that correctly, that the ground shadow jumps along with the hero?
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57:40pseudonym73 Did I see that correctly, that the ground shadow jumps along with the hero?
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58:17ifingerbangedurcat Slightly off topic but, can you quickly go over the concept behind MoveSpec? Why not have every entity have their own velocity/drag, etc. values instead? Just for organization?
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58:17ifingerbangedurcat Slightly off topic but, can you quickly go over the concept behind MoveSpec? Why not have every entity have their own velocity/drag, etc. values instead? Just for organization?
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58:17ifingerbangedurcat Slightly off topic but, can you quickly go over the concept behind MoveSpec? Why not have every entity have their own velocity/drag, etc. values instead? Just for organization?
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59:06mr4thdimention Is the jump a real mechanic or just for making the system robust?
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59:06mr4thdimention Is the jump a real mechanic or just for making the system robust?
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59:06mr4thdimention Is the jump a real mechanic or just for making the system robust?
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59:29nicstop Why don't you pre-compose hero bitmaps into a single bitmap at initialization, so there would not be fussing with pushing pieces?
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59:29nicstop Why don't you pre-compose hero bitmaps into a single bitmap at initialization, so there would not be fussing with pushing pieces?
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59:29nicstop Why don't you pre-compose hero bitmaps into a single bitmap at initialization, so there would not be fussing with pushing pieces?
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1:00:12robotchocolatedino When you are walking up a staircase, will the character suddenly snap back on Y when you transition to the next Z slice?
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1:00:12robotchocolatedino When you are walking up a staircase, will the character suddenly snap back on Y when you transition to the next Z slice?
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1:00:12robotchocolatedino When you are walking up a staircase, will the character suddenly snap back on Y when you transition to the next Z slice?
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1:00:54rsxole If I'm not mistaken, with your way of Z-scaling it's going to be hard to support large (in Z) structures such as tall walls that should be aligned across different Z levels, no? Imagine a multi story house or so
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1:00:54rsxole If I'm not mistaken, with your way of Z-scaling it's going to be hard to support large (in Z) structures such as tall walls that should be aligned across different Z levels, no? Imagine a multi story house or so
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1:00:54rsxole If I'm not mistaken, with your way of Z-scaling it's going to be hard to support large (in Z) structures such as tall walls that should be aligned across different Z levels, no? Imagine a multi story house or so
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1:02:22cubercaleb If there are going to be pits/ledges in the game, how are you going to render those?
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1:02:22cubercaleb If there are going to be pits/ledges in the game, how are you going to render those?
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1:02:22cubercaleb If there are going to be pits/ledges in the game, how are you going to render those?
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1:02:47anonymous835 I wonder how the ball would work with the zoom in
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1:02:47anonymous835 I wonder how the ball would work with the zoom in
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1:02:47anonymous835 I wonder how the ball would work with the zoom in
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1:05:30rohit_n What games do the "bad" fade-out effect you mentioned?
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1:05:30rohit_n What games do the "bad" fade-out effect you mentioned?
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1:05:30rohit_n What games do the "bad" fade-out effect you mentioned?
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1:06:13cubercaleb How will the staircase be scaled when you are moving up and down it?
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1:06:13cubercaleb How will the staircase be scaled when you are moving up and down it?
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1:06:13cubercaleb How will the staircase be scaled when you are moving up and down it?
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1:07:13insofaras I didn't expect Casey to know of Hatoful Boyfriend
1:07:13insofaras I didn't expect Casey to know of Hatoful Boyfriend
1:07:13insofaras I didn't expect Casey to know of Hatoful Boyfriend
1:07:18garlandobloom Everybody knows Hatoful Boyfriend
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1:07:18garlandobloom Everybody knows Hatoful Boyfriend
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1:07:18garlandobloom Everybody knows Hatoful Boyfriend
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1:08:24stelar7 Have you seen/heard of "Hunie Pop" then?
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1:08:24stelar7 Have you seen/heard of "Hunie Pop" then?
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1:08:24stelar7 Have you seen/heard of "Hunie Pop" then?
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1:09:04abnercoimbre Q: That's a wrap?
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1:09:04abnercoimbre Q: That's a wrap?
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1:09:04abnercoimbre Q: That's a wrap?
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1:09:35That is a wrap, Abner
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1:09:35That is a wrap, Abner
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1:09:35That is a wrap, Abner
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