1:32Recap and set the stage for the day
1:32Recap and set the stage for the day
1:32Recap and set the stage for the day
2:41A few words on responsiveness vs aesthetics
2:41A few words on responsiveness vs aesthetics
2:41A few words on responsiveness vs aesthetics
6:01handmade_world_mode.cpp: Introduce GetClosestTraversable to enable the HeroHead as well as the HeroBody to search for and snap to the closest point
6:01handmade_world_mode.cpp: Introduce GetClosestTraversable to enable the HeroHead as well as the HeroBody to search for and snap to the closest point
6:01handmade_world_mode.cpp: Introduce GetClosestTraversable to enable the HeroHead as well as the HeroBody to search for and snap to the closest point
11:40Run the game and see the head snap
11:40Run the game and see the head snap
11:40Run the game and see the head snap
12:13handmade_sim_region.cpp: Make the head keep facing in the direction is was going
12:13handmade_sim_region.cpp: Make the head keep facing in the direction is was going
12:13handmade_sim_region.cpp: Make the head keep facing in the direction is was going
13:19Run the game and watch the head's facing direction
13:19Run the game and watch the head's facing direction
13:19Run the game and watch the head's facing direction
14:42handmade_world_mode.cpp: Disable the sword in favour of implementating strafe hop
14:42handmade_world_mode.cpp: Disable the sword in favour of implementating strafe hop
14:42handmade_world_mode.cpp: Disable the sword in favour of implementating strafe hop
15:43Run the game and try out the strafing
15:43Run the game and try out the strafing
15:43Run the game and try out the strafing
16:35handmade_world_mode.cpp: Make the head not recentre
16:35handmade_world_mode.cpp: Make the head not recentre
16:35handmade_world_mode.cpp: Make the head not recentre
17:19Run the game and try the movement
17:19Run the game and try the movement
17:19Run the game and try the movement
17:36handmade_world_mode.cpp: Use a weaker spring to recentre the head
17:36handmade_world_mode.cpp: Use a weaker spring to recentre the head
17:36handmade_world_mode.cpp: Use a weaker spring to recentre the head
18:32Run the game and try out the recentering
18:32Run the game and try out the recentering
18:32Run the game and try out the recentering
19:03handmade_world_mode.cpp: Make the head not recentre
19:03handmade_world_mode.cpp: Make the head not recentre
19:03handmade_world_mode.cpp: Make the head not recentre
19:49Run the game and try out the movement
19:49Run the game and try out the movement
19:49Run the game and try out the movement
23:07handmade_render_group.h: Add XAxis and YAxis to render_entry_bitmap
23:07handmade_render_group.h: Add XAxis and YAxis to render_entry_bitmap
23:07handmade_render_group.h: Add XAxis and YAxis to render_entry_bitmap
25:19handmade_opengl.cpp: Make OpenGLRenderCommands work with render_entry_bitmap
25:19handmade_opengl.cpp: Make OpenGLRenderCommands work with render_entry_bitmap
25:19handmade_opengl.cpp: Make OpenGLRenderCommands work with render_entry_bitmap
27:16Blackboard: Handling parallelograms
27:16Blackboard: Handling parallelograms
27:16Blackboard: Handling parallelograms
29:09handmade_opengl.cpp: Calculate the four points
29:09handmade_opengl.cpp: Calculate the four points
29:09handmade_opengl.cpp: Calculate the four points
32:51handmade_render.cpp and handmade_render_group.cpp: Make DrawRectangleQuickly and PushBitmap work with render_entry_bitmap
32:51handmade_render.cpp and handmade_render_group.cpp: Make DrawRectangleQuickly and PushBitmap work with render_entry_bitmap
32:51handmade_render.cpp and handmade_render_group.cpp: Make DrawRectangleQuickly and PushBitmap work with render_entry_bitmap
34:29Run the game and see that everything is messed up
34:29Run the game and see that everything is messed up
34:29Run the game and see that everything is messed up
35:01handmade_open.cpp: Correct the point calculation
35:01handmade_open.cpp: Correct the point calculation
35:01handmade_open.cpp: Correct the point calculation
35:16Blackboard: How we are calculating the points
35:16Blackboard: How we are calculating the points
35:16Blackboard: How we are calculating the points
35:55Run the game and see that we're good
35:55Run the game and see that we're good
35:55Run the game and see that we're good
36:06handmade_render_group.cpp: Consider how best to specify the axes
36:06handmade_render_group.cpp: Consider how best to specify the axes
36:06handmade_render_group.cpp: Consider how best to specify the axes
41:52Blackboard: Rotating the body's YAxis to point to the head
41:52Blackboard: Rotating the body's YAxis to point to the head
41:52Blackboard: Rotating the body's YAxis to point to the head
47:05handmade_render_group.cpp: Make PushBitmap and GetBitmapDim take XAxis and YAxis
47:05handmade_render_group.cpp: Make PushBitmap and GetBitmapDim take XAxis and YAxis
47:05handmade_render_group.cpp: Make PushBitmap and GetBitmapDim take XAxis and YAxis
50:57handmade_world_mode.cpp: Make the body's YAxis point towards the head
50:57handmade_world_mode.cpp: Make the body's YAxis point towards the head
50:57handmade_world_mode.cpp: Make the body's YAxis point towards the head
58:51Run the game and admire the stretching
58:51Run the game and admire the stretching
58:51Run the game and admire the stretching
1:00:19soysaucethekid Zircon encrusted tweezers? Are you moving to Montana soon?
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1:00:19soysaucethekid Zircon encrusted tweezers? Are you moving to Montana soon?
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1:00:19soysaucethekid Zircon encrusted tweezers? Are you moving to Montana soon?
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1:00:33fr0styninja Why does our limbless hero need suffer in such gruesome ways
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1:00:33fr0styninja Why does our limbless hero need suffer in such gruesome ways
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1:00:33fr0styninja Why does our limbless hero need suffer in such gruesome ways
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1:00:59twitch_makes_me_itch Do I need the payed version of Mischief to change the background color?
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1:00:59twitch_makes_me_itch Do I need the payed version of Mischief to change the background color?
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1:00:59twitch_makes_me_itch Do I need the payed version of Mischief to change the background color?
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1:01:29evraire Will you try rotation to visually compare against shearing before deciding?
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1:01:29evraire Will you try rotation to visually compare against shearing before deciding?
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1:01:29evraire Will you try rotation to visually compare against shearing before deciding?
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1:02:26cvaucher You wrote the scale / shear this way because it's already done in the software renderer but these transformations would usually be done in a vertex shader, right?
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1:02:26cvaucher You wrote the scale / shear this way because it's already done in the software renderer but these transformations would usually be done in a vertex shader, right?
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1:02:26cvaucher You wrote the scale / shear this way because it's already done in the software renderer but these transformations would usually be done in a vertex shader, right?
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1:03:52novynn Some other games have done similar move styles, but they use a floating indicator instead of separating the head from the body. Your thoughts?
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1:03:52novynn Some other games have done similar move styles, but they use a floating indicator instead of separating the head from the body. Your thoughts?
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1:03:52novynn Some other games have done similar move styles, but they use a floating indicator instead of separating the head from the body. Your thoughts?
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1:04:06soysaucethekid For collision detection will there be skewed boxes as well or will it just be AABB?
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1:04:06soysaucethekid For collision detection will there be skewed boxes as well or will it just be AABB?
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1:04:06soysaucethekid For collision detection will there be skewed boxes as well or will it just be AABB?
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1:04:35garlandobloom So we move tile to tile? Haven't seen the new movement
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1:04:35garlandobloom So we move tile to tile? Haven't seen the new movement
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1:04:35garlandobloom So we move tile to tile? Haven't seen the new movement
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1:04:46erdomina Are we eventually going to move these over to shaders?
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1:04:46erdomina Are we eventually going to move these over to shaders?
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1:04:46erdomina Are we eventually going to move these over to shaders?
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1:06:23garryjohanson Any word on the new debugger?
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1:06:23garryjohanson Any word on the new debugger?
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1:06:23garryjohanson Any word on the new debugger?
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1:07:09garryjohanson You had a stream about someone contacting you about making a debugger
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1:07:09garryjohanson You had a stream about someone contacting you about making a debugger
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1:07:09garryjohanson You had a stream about someone contacting you about making a debugger
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1:08:50insofaras I doubt the concept of shaders is going anywhere soon
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1:08:50insofaras I doubt the concept of shaders is going anywhere soon
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1:08:50insofaras I doubt the concept of shaders is going anywhere soon
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1:12:57Miblo Do you think you'll use the spring code from the other day on the camera movement? I'm imagining a critically damped spring would be the thing to use for that
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1:12:57Miblo Do you think you'll use the spring code from the other day on the camera movement? I'm imagining a critically damped spring would be the thing to use for that
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1:12:57Miblo Do you think you'll use the spring code from the other day on the camera movement? I'm imagining a critically damped spring would be the thing to use for that
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1:15:26garlandobloom For camera stuff I just do x += (x - dest) / 10 or something like that. What would that be?
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1:15:26garlandobloom For camera stuff I just do x += (x - dest) / 10 or something like that. What would that be?
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1:15:26garlandobloom For camera stuff I just do x += (x - dest) / 10 or something like that. What would that be?
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1:16:20garlandobloom That's not accounting for t, that's if it was instantaneous
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1:16:20garlandobloom That's not accounting for t, that's if it was instantaneous
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1:16:20garlandobloom That's not accounting for t, that's if it was instantaneous
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1:17:28Mr4thDimention Should be (dest - x) I'm assuming
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1:17:28Mr4thDimention Should be (dest - x) I'm assuming
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1:17:28Mr4thDimention Should be (dest - x) I'm assuming
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1:17:42garlandobloom I used to do like fixed FPS, so it was fine, but I've changed. Hold on I'll look it up
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1:17:42garlandobloom I used to do like fixed FPS, so it was fine, but I've changed. Hold on I'll look it up
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1:17:42garlandobloom I used to do like fixed FPS, so it was fine, but I've changed. Hold on I'll look it up
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1:18:04Blackboard: GarlandoBloom's camera movement
1:18:04Blackboard: GarlandoBloom's camera movement
1:18:04Blackboard: GarlandoBloom's camera movement
1:21:06jim0_o Plans on adding camera shake or blur or similar if the hero gets hit or a bolder hits the ground near the hero?
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1:21:06jim0_o Plans on adding camera shake or blur or similar if the hero gets hit or a bolder hits the ground near the hero?
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1:21:06jim0_o Plans on adding camera shake or blur or similar if the hero gets hit or a bolder hits the ground near the hero?
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