Explicit Movement Transitions
?
?

Keyboard Navigation

Global Keys

[, < / ], > Jump to previous / next episode
W, K, P / S, J, N Jump to previous / next timestamp
t / T Toggle theatre / SUPERtheatre mode
V Revert filter to original state Y Select link (requires manual Ctrl-c)

Menu toggling

q Quotes r References f Filter y Link c Credits

In-Menu and Index Controls

a
w
s
d
h j k l


Esc Close menu / unfocus timestamp

Quotes and References Menus and Index

Enter Jump to timestamp

Quotes, References and Credits Menus

o Open URL (in new tab)

Filter Menu

x, Space Toggle category and focus next
X, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus

Filter and Link Menus

z Toggle filter / linking mode

Credits Menu

Enter Open URL (in new tab)
0:19Announcement: Handmade Network has launched1
0:19Announcement: Handmade Network has launched1
0:19Announcement: Handmade Network has launched1
5:47Recap and set the stage for the day
5:47Recap and set the stage for the day
5:47Recap and set the stage for the day
12:50Blackboard: Stand and Movement as two separate modes
12:50Blackboard: Stand and Movement as two separate modes
12:50Blackboard: Stand and Movement as two separate modes
14:25Blackboard: Finite State Machines
14:25Blackboard: Finite State Machines
14:25Blackboard: Finite State Machines
18:58handmade_sim_region.h and handmade_world_mode.cpp: Implement the ability to switch between two movement modes
18:58handmade_sim_region.h and handmade_world_mode.cpp: Implement the ability to switch between two movement modes
18:58handmade_sim_region.h and handmade_world_mode.cpp: Implement the ability to switch between two movement modes
23:27"Nobody cares about square root at all anymore"α
23:27"Nobody cares about square root at all anymore"α
23:27"Nobody cares about square root at all anymore"α
27:37Debugger: Step into the movement code and find that we're oscillating between the modes
27:37Debugger: Step into the movement code and find that we're oscillating between the modes
27:37Debugger: Step into the movement code and find that we're oscillating between the modes
28:56Run the game and find that we stop
28:56Run the game and find that we stop
28:56Run the game and find that we stop
29:11Blackboard: Hopping and changing course
29:11Blackboard: Hopping and changing course
29:11Blackboard: Hopping and changing course
34:26Blackboard: Gravity's arc and parabolas
34:26Blackboard: Gravity's arc and parabolas
34:26Blackboard: Gravity's arc and parabolas
37:34"That's... math"β
37:34"That's... math"β
37:34"That's... math"β
38:38handmade_world_mode.cpp: Give the hero a parabolic hop
38:38handmade_world_mode.cpp: Give the hero a parabolic hop
38:38handmade_world_mode.cpp: Give the hero a parabolic hop
44:03Blackboard: An equation to calculate the hop parabola
44:03Blackboard: An equation to calculate the hop parabola
44:03Blackboard: An equation to calculate the hop parabola
53:09handmade_world_mode.cpp: Implement this hopping equation
53:09handmade_world_mode.cpp: Implement this hopping equation
53:09handmade_world_mode.cpp: Implement this hopping equation
55:38Run the game and see the movement with A set to 0
55:38Run the game and see the movement with A set to 0
55:38Run the game and see the movement with A set to 0
56:26handmade_world_mode.cpp: Make the hop parabolic
56:26handmade_world_mode.cpp: Make the hop parabolic
56:26handmade_world_mode.cpp: Make the hop parabolic
57:03Run the game and see the parabolic hop
57:03Run the game and see the parabolic hop
57:03Run the game and see the parabolic hop
58:28A few words on the concept of reducing algorithms down to a smaller set of variables
58:28A few words on the concept of reducing algorithms down to a smaller set of variables
58:28A few words on the concept of reducing algorithms down to a smaller set of variables
59:07Q&A
🗩
59:07Q&A
🗩
59:07Q&A
🗩
59:36chronaldragon No Q&A because xanbot banned hmd_bot
🗪
59:36chronaldragon No Q&A because xanbot banned hmd_bot
🗪
59:36chronaldragon No Q&A because xanbot banned hmd_bot
🗪
1:00:21cubercaleb That hopping looks so cool. Can we see a little more of it?
🗪
1:00:21cubercaleb That hopping looks so cool. Can we see a little more of it?
🗪
1:00:21cubercaleb That hopping looks so cool. Can we see a little more of it?
🗪
1:01:23lazerstalker How did you split the head from the body?
🗪
1:01:23lazerstalker How did you split the head from the body?
🗪
1:01:23lazerstalker How did you split the head from the body?
🗪
1:01:34ingenero How interesting do you think it would be to solve for the "force" and direction required to reach a certain height on each jump? Is it just more work than it's worth for no tangible gain?
🗪
1:01:34ingenero How interesting do you think it would be to solve for the "force" and direction required to reach a certain height on each jump? Is it just more work than it's worth for no tangible gain?
🗪
1:01:34ingenero How interesting do you think it would be to solve for the "force" and direction required to reach a certain height on each jump? Is it just more work than it's worth for no tangible gain?
🗪
1:02:48longboolean I am guessing that both the familiar and enemies will need to move similarly to the hero. Is there much more you need to do to make this work with them?
🗪
1:02:48longboolean I am guessing that both the familiar and enemies will need to move similarly to the hero. Is there much more you need to do to make this work with them?
🗪
1:02:48longboolean I am guessing that both the familiar and enemies will need to move similarly to the hero. Is there much more you need to do to make this work with them?
🗪
1:03:06thegeekpirate Can we clean up the extra head and body on screen, or are they going to be used later on?
🗪
1:03:06thegeekpirate Can we clean up the extra head and body on screen, or are they going to be used later on?
🗪
1:03:06thegeekpirate Can we clean up the extra head and body on screen, or are they going to be used later on?
🗪
1:03:48cubercaleb Why doesn't the head just head just stay on top of the body? Is that a bug?
🗪
1:03:48cubercaleb Why doesn't the head just head just stay on top of the body? Is that a bug?
🗪
1:03:48cubercaleb Why doesn't the head just head just stay on top of the body? Is that a bug?
🗪
1:04:51bardmode When writing in a procedural, I sometimes end up with deeply nested code. Should this be avoided and are there good ways to minimize this?
🗪
1:04:51bardmode When writing in a procedural, I sometimes end up with deeply nested code. Should this be avoided and are there good ways to minimize this?
🗪
1:04:51bardmode When writing in a procedural, I sometimes end up with deeply nested code. Should this be avoided and are there good ways to minimize this?
🗪
1:05:36ingenero This is starting to look a lot like Crypt of the Necrodancer
🗪
1:05:36ingenero This is starting to look a lot like Crypt of the Necrodancer
🗪
1:05:36ingenero This is starting to look a lot like Crypt of the Necrodancer
🗪
1:06:04trattmaster Missed a lot. Are you making an engine for this game or is that stuff just there purely for you / us right now?
🗪
1:06:04trattmaster Missed a lot. Are you making an engine for this game or is that stuff just there purely for you / us right now?
🗪
1:06:04trattmaster Missed a lot. Are you making an engine for this game or is that stuff just there purely for you / us right now?
🗪
1:07:44Debugger: Step into RenderCommandsToBitmap and see what's happening with the Clear
1:07:44Debugger: Step into RenderCommandsToBitmap and see what's happening with the Clear
1:07:44Debugger: Step into RenderCommandsToBitmap and see what's happening with the Clear
1:10:36handmade_render.cpp: Set the transparency that's passed to Clear
1:10:36handmade_render.cpp: Set the transparency that's passed to Clear
1:10:36handmade_render.cpp: Set the transparency that's passed to Clear
1:11:14Run the game and see our software renderer successfully clearing
1:11:14Run the game and see our software renderer successfully clearing
1:11:14Run the game and see our software renderer successfully clearing
1:12:58jasperps When Z-axis is defined will up / down hopping look different?
🗪
1:12:58jasperps When Z-axis is defined will up / down hopping look different?
🗪
1:12:58jasperps When Z-axis is defined will up / down hopping look different?
🗪
1:13:17lumenian What are limitations of game development using C#? Do you like C# overall as a language?
🗪
1:13:17lumenian What are limitations of game development using C#? Do you like C# overall as a language?
🗪
1:13:17lumenian What are limitations of game development using C#? Do you like C# overall as a language?
🗪
1:13:57thatsbamboo What parts of C++ are you using if you are not programming in an OOP style?
🗪
1:13:57thatsbamboo What parts of C++ are you using if you are not programming in an OOP style?
🗪
1:13:57thatsbamboo What parts of C++ are you using if you are not programming in an OOP style?
🗪
1:14:18klemensbaum I'm currently using a Microsoft Natural Ergonomic 4000. Thinking about replacing it with a non-ergonomic mechanical keyboard. Thoughts?
🗪
1:14:18klemensbaum I'm currently using a Microsoft Natural Ergonomic 4000. Thinking about replacing it with a non-ergonomic mechanical keyboard. Thoughts?
🗪
1:14:18klemensbaum I'm currently using a Microsoft Natural Ergonomic 4000. Thinking about replacing it with a non-ergonomic mechanical keyboard. Thoughts?
🗪
1:15:04ingenero How many A's will this game have when it's done?
🗪
1:15:04ingenero How many A's will this game have when it's done?
🗪
1:15:04ingenero How many A's will this game have when it's done?
🗪
1:15:12cubercaleb The trees on the bottom row look like they are being clipped at the top. Also C# is compiled these days to some extent
🗪
1:15:12cubercaleb The trees on the bottom row look like they are being clipped at the top. Also C# is compiled these days to some extent
🗪
1:15:12cubercaleb The trees on the bottom row look like they are being clipped at the top. Also C# is compiled these days to some extent
🗪
1:16:24sierrabrad Is that a real clicky keyboard or is it just sound effects
🗪
1:16:24sierrabrad Is that a real clicky keyboard or is it just sound effects
🗪
1:16:24sierrabrad Is that a real clicky keyboard or is it just sound effects
🗪
1:17:28ineville Have you seen very much of apple's Swift? What are your thoughts on it now that it is open source?
🗪
1:17:28ineville Have you seen very much of apple's Swift? What are your thoughts on it now that it is open source?
🗪
1:17:28ineville Have you seen very much of apple's Swift? What are your thoughts on it now that it is open source?
🗪
1:17:47chronaldragon How come I have to declare a political party in order to vote in the presidential primary
🗪
1:17:47chronaldragon How come I have to declare a political party in order to vote in the presidential primary
🗪
1:17:47chronaldragon How come I have to declare a political party in order to vote in the presidential primary
🗪
1:18:25Assets: Check out the tree bitmap, and note that the reason for clipped-like looking tree assets is that they don't have the 1-pixel apron
1:18:25Assets: Check out the tree bitmap, and note that the reason for clipped-like looking tree assets is that they don't have the 1-pixel apron
1:18:25Assets: Check out the tree bitmap, and note that the reason for clipped-like looking tree assets is that they don't have the 1-pixel apron
1:21:12Wind down
🗩
1:21:12Wind down
🗩
1:21:12Wind down
🗩
1:21:59Announce the upgraded forum site on Handmade Network2
📖
1:21:59Announce the upgraded forum site on Handmade Network2
📖
1:21:59Announce the upgraded forum site on Handmade Network2
📖