Making Traversable Points
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0:40Recap and set the stage for the day
0:40Recap and set the stage for the day
0:40Recap and set the stage for the day
2:35Design: Room-based camera movement
2:35Design: Room-based camera movement
2:35Design: Room-based camera movement
5:19handmade_world_mode.cpp, handmade_asset.cpp and handmade.cpp: Delete the ground chunks
5:19handmade_world_mode.cpp, handmade_asset.cpp and handmade.cpp: Delete the ground chunks
5:19handmade_world_mode.cpp, handmade_asset.cpp and handmade.cpp: Delete the ground chunks
7:44Run the game and see exactly the same thing
7:44Run the game and see exactly the same thing
7:44Run the game and see exactly the same thing
8:29Blackboard: Tile- or cell-based movement and combinatorics
8:29Blackboard: Tile- or cell-based movement and combinatorics
8:29Blackboard: Tile- or cell-based movement and combinatorics
15:52handmade_sim_region.h and handmade_world_mode.cpp: Transform EntityType_Space into EntityType_Floor to respecify the world as being built up rather than carved out
15:52handmade_sim_region.h and handmade_world_mode.cpp: Transform EntityType_Space into EntityType_Floor to respecify the world as being built up rather than carved out
15:52handmade_sim_region.h and handmade_world_mode.cpp: Transform EntityType_Space into EntityType_Floor to respecify the world as being built up rather than carved out
24:04Run the game and see that the floor tiles can be picked
24:04Run the game and see that the floor tiles can be picked
24:04Run the game and see that the floor tiles can be picked
24:27handmade_world_mode.cpp: Draw the tiles
24:27handmade_world_mode.cpp: Draw the tiles
24:27handmade_world_mode.cpp: Draw the tiles
24:56Run the game, see our new floor tiles and consider how to use them
24:56Run the game, see our new floor tiles and consider how to use them
24:56Run the game, see our new floor tiles and consider how to use them
26:38handmade_world_mode.cpp: Conditionally set the Traversable flag based on the tile
26:38handmade_world_mode.cpp: Conditionally set the Traversable flag based on the tile
26:38handmade_world_mode.cpp: Conditionally set the Traversable flag based on the tile
27:43Run the game and see the traversable flag in action
27:43Run the game and see the traversable flag in action
27:43Run the game and see the traversable flag in action
31:05handmade_sim_region.h: Introduce sim_entity_traversable_point
31:05handmade_sim_region.h: Introduce sim_entity_traversable_point
31:05handmade_sim_region.h: Introduce sim_entity_traversable_point
33:17Blackboard: Snaky paths
33:17Blackboard: Snaky paths
33:17Blackboard: Snaky paths
34:55Consider formalising the location of entities
34:55Consider formalising the location of entities
34:55Consider formalising the location of entities
37:32handmade_sim_region.cpp and .h: Remove Gravity, ZSupported and the Traversable code in MoveEntity
37:32handmade_sim_region.cpp and .h: Remove Gravity, ZSupported and the Traversable code in MoveEntity
37:32handmade_sim_region.cpp and .h: Remove Gravity, ZSupported and the Traversable code in MoveEntity
41:47handmade_world_mode.cpp: Introduce MakeSimpleFloorCollision
41:47handmade_world_mode.cpp: Introduce MakeSimpleFloorCollision
41:47handmade_world_mode.cpp: Introduce MakeSimpleFloorCollision
48:12Run the game, continuously move upwards and investigate why
48:12Run the game, continuously move upwards and investigate why
48:12Run the game, continuously move upwards and investigate why
54:08handmade_world_mode.cpp: Stop making space bar trigger the jump
54:08handmade_world_mode.cpp: Stop making space bar trigger the jump
54:08handmade_world_mode.cpp: Stop making space bar trigger the jump
54:54Run the game and stay on the floor
54:54Run the game and stay on the floor
54:54Run the game and stay on the floor
55:08Q&A
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55:08Q&A
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55:08Q&A
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56:46chronaldragon So how will this tile-based movement work? Will you still be able to move freely within a tile, or will the character actually "snap" to a tile?
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56:46chronaldragon So how will this tile-based movement work? Will you still be able to move freely within a tile, or will the character actually "snap" to a tile?
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56:46chronaldragon So how will this tile-based movement work? Will you still be able to move freely within a tile, or will the character actually "snap" to a tile?
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57:06fyoucon When will we sort out the coordinate system?
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57:06fyoucon When will we sort out the coordinate system?
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57:06fyoucon When will we sort out the coordinate system?
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57:31friggodin Is it possible to get access to the source code if I lost access to my old email account?
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57:31friggodin Is it possible to get access to the source code if I lost access to my old email account?
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57:31friggodin Is it possible to get access to the source code if I lost access to my old email account?
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58:53Miblo How about stairwells? Their traversal used to be seamless, as far as I remember. Now that the rooms are locked, how will stairwells work?
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58:53Miblo How about stairwells? Their traversal used to be seamless, as far as I remember. Now that the rooms are locked, how will stairwells work?
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58:53Miblo How about stairwells? Their traversal used to be seamless, as far as I remember. Now that the rooms are locked, how will stairwells work?
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59:33theiburley Any plans on changing to Visual Studio Code instead of the full IDE? I believe the full debugger is included
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59:33theiburley Any plans on changing to Visual Studio Code instead of the full IDE? I believe the full debugger is included
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59:33theiburley Any plans on changing to Visual Studio Code instead of the full IDE? I believe the full debugger is included
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1:00:13longboolean What are the benefits / trade-offs in having each tile be an entity?
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1:00:13longboolean What are the benefits / trade-offs in having each tile be an entity?
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1:00:13longboolean What are the benefits / trade-offs in having each tile be an entity?
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1:02:44tobeypeters Are you allocating your entities on the heap or stack? Heap, right? Could you even allocate enough stuff on the stack?
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1:02:44tobeypeters Are you allocating your entities on the heap or stack? Heap, right? Could you even allocate enough stuff on the stack?
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1:02:44tobeypeters Are you allocating your entities on the heap or stack? Heap, right? Could you even allocate enough stuff on the stack?
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1:05:47btngames Do you foresee complications with the new grid entity floor system and the texture splats given you want a variable height per Traversable entity?
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1:05:47btngames Do you foresee complications with the new grid entity floor system and the texture splats given you want a variable height per Traversable entity?
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1:05:47btngames Do you foresee complications with the new grid entity floor system and the texture splats given you want a variable height per Traversable entity?
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1:06:25dudeinbasement1 Handle Rbnelr confusion over atomics
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1:06:25dudeinbasement1 Handle Rbnelr confusion over atomics
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1:06:25dudeinbasement1 Handle Rbnelr confusion over atomics
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1:06:53Rbnelr So if modern CPUs usually reorder or merge writes, how do they use memory mapped registers? Can you even bit-bang a serial protocol with it?
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1:06:53Rbnelr So if modern CPUs usually reorder or merge writes, how do they use memory mapped registers? Can you even bit-bang a serial protocol with it?
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1:06:53Rbnelr So if modern CPUs usually reorder or merge writes, how do they use memory mapped registers? Can you even bit-bang a serial protocol with it?
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1:09:30longboolean What is the plan with rendering when the hero walks behind a piece of terrain that is on a higher level, and obscures the hero?
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1:09:30longboolean What is the plan with rendering when the hero walks behind a piece of terrain that is on a higher level, and obscures the hero?
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1:09:30longboolean What is the plan with rendering when the hero walks behind a piece of terrain that is on a higher level, and obscures the hero?
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1:09:59jim0_o Will this system fix the collision areas getting stuck in each other if stacked, e.g. two heroes loading at the same position?
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1:09:59jim0_o Will this system fix the collision areas getting stuck in each other if stacked, e.g. two heroes loading at the same position?
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1:09:59jim0_o Will this system fix the collision areas getting stuck in each other if stacked, e.g. two heroes loading at the same position?
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1:10:48Shut down
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1:10:48Shut down
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1:10:48Shut down
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1:11:16Announce that the Handmade Hero forums will be going down this weekend while Handmade Network launches1
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1:11:16Announce that the Handmade Hero forums will be going down this weekend while Handmade Network launches1
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1:11:16Announce that the Handmade Hero forums will be going down this weekend while Handmade Network launches1
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