Making Standing-on a More Rigorous Concept
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4:06@thesizik Do you have any favorite insects?
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4:06@thesizik Do you have any favorite insects?
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4:06@thesizik Do you have any favorite insects?
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4:31@Miblo Good evening, Casey! Had a bit of an "uh-oh" moment today while annotating as you went to the episode guide to double-check what Day it was, but the expected previous day was not there...
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4:31@Miblo Good evening, Casey! Had a bit of an "uh-oh" moment today while annotating as you went to the episode guide to double-check what Day it was, but the expected previous day was not there...
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4:31@Miblo Good evening, Casey! Had a bit of an "uh-oh" moment today while annotating as you went to the episode guide to double-check what Day it was, but the expected previous day was not there...
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6:18@andrewjdr If there are multiple GL contexts in use at the same time, and both have workloads simultaneously, how does the GPU / GPU driver decide to schedule those workloads? I noticed that windows seems to prioritize the active window's OpenGL context if you happen to have multiple OpenGL apps open at the same time (i.e. the active window will perform much better), so that's kind of interesting...
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6:18@andrewjdr If there are multiple GL contexts in use at the same time, and both have workloads simultaneously, how does the GPU / GPU driver decide to schedule those workloads? I noticed that windows seems to prioritize the active window's OpenGL context if you happen to have multiple OpenGL apps open at the same time (i.e. the active window will perform much better), so that's kind of interesting...
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6:18@andrewjdr If there are multiple GL contexts in use at the same time, and both have workloads simultaneously, how does the GPU / GPU driver decide to schedule those workloads? I noticed that windows seems to prioritize the active window's OpenGL context if you happen to have multiple OpenGL apps open at the same time (i.e. the active window will perform much better), so that's kind of interesting...
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8:21@killermanxp What are your thoughts on flowchart-based programming, and do you think they are effective in game programming?
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8:21@killermanxp What are your thoughts on flowchart-based programming, and do you think they are effective in game programming?
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8:21@killermanxp What are your thoughts on flowchart-based programming, and do you think they are effective in game programming?
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9:04@nullsquared What's your opinion on the Vulcan API?
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9:04@nullsquared What's your opinion on the Vulcan API?
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9:04@nullsquared What's your opinion on the Vulcan API?
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9:22@killermanxp I'm thinking more along the lines of what UE4 implements in the form of blueprint
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9:22@killermanxp I'm thinking more along the lines of what UE4 implements in the form of blueprint
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9:22@killermanxp I'm thinking more along the lines of what UE4 implements in the form of blueprint
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11:21@ejgremlin What do you think about structured editors?
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11:21@ejgremlin What do you think about structured editors?
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11:21@ejgremlin What do you think about structured editors?
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12:12@pseudonym73 I think that the main use case of boxes-and-arrows-type programming is to convince non-programmers that they're not programming
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12:12@pseudonym73 I think that the main use case of boxes-and-arrows-type programming is to convince non-programmers that they're not programming
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12:12@pseudonym73 I think that the main use case of boxes-and-arrows-type programming is to convince non-programmers that they're not programming
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12:30@qwindoo Where are we on the Handmade Hero todo? Seems like a long time since we last updated it
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12:30@qwindoo Where are we on the Handmade Hero todo? Seems like a long time since we last updated it
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12:30@qwindoo Where are we on the Handmade Hero todo? Seems like a long time since we last updated it
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13:09Stream Begins Now
13:09Stream Begins Now
13:09Stream Begins Now
14:46Run the game and set the stage for the day
14:46Run the game and set the stage for the day
14:46Run the game and set the stage for the day
18:43Blackboard: Atomic Hop and Floating position
18:43Blackboard: Atomic Hop and Floating position
18:43Blackboard: Atomic Hop and Floating position
24:27"I forgot there's a me down there"α
24:27"I forgot there's a me down there"α
24:27"I forgot there's a me down there"α
30:18Blackboard: The problem with merry-go-rounds and potential decapitation
30:18Blackboard: The problem with merry-go-rounds and potential decapitation
30:18Blackboard: The problem with merry-go-rounds and potential decapitation
39:14handmade_entity.h: Introduce traversable_reference and add two of those to entity
39:14handmade_entity.h: Introduce traversable_reference and add two of those to entity
39:14handmade_entity.h: Introduce traversable_reference and add two of those to entity
42:47handmade_sim_region.cpp: Introduce LoadTraversableReference and StoreTraversableReference
42:47handmade_sim_region.cpp: Introduce LoadTraversableReference and StoreTraversableReference
42:47handmade_sim_region.cpp: Introduce LoadTraversableReference and StoreTraversableReference
45:27handmade_sim_region.cpp: Move GetClosestTraversable in from handmade_world_mode.cpp and make it record the Index
45:27handmade_sim_region.cpp: Move GetClosestTraversable in from handmade_world_mode.cpp and make it record the Index
45:27handmade_sim_region.cpp: Move GetClosestTraversable in from handmade_world_mode.cpp and make it record the Index
54:28handmade_entity.h: Make entity track the traversable that we're on
54:28handmade_entity.h: Make entity track the traversable that we're on
54:28handmade_entity.h: Make entity track the traversable that we're on
56:49handmade_world_mode.cpp: Make AddPlayer take a traversable_reference and create players on the closest traversable
56:49handmade_world_mode.cpp: Make AddPlayer take a traversable_reference and create players on the closest traversable
56:49handmade_world_mode.cpp: Make AddPlayer take a traversable_reference and create players on the closest traversable
57:45"I don't want them to start invalid"β
57:45"I don't want them to start invalid"β
57:45"I don't want them to start invalid"β
1:02:00Run the game to see what we have wrought, and hit the Assert in GetSimSpaceTraversable
1:02:00Run the game to see what we have wrought, and hit the Assert in GetSimSpaceTraversable
1:02:00Run the game to see what we have wrought, and hit the Assert in GetSimSpaceTraversable
1:04:38Debugger: Hit that Assert and find that Head->StandingOn is NULL
1:04:38Debugger: Hit that Assert and find that Head->StandingOn is NULL
1:04:38Debugger: Hit that Assert and find that Head->StandingOn is NULL
1:07:16handmade_world.cpp: Do all of the edits in PackEntityIntoChunk
1:07:16handmade_world.cpp: Do all of the edits in PackEntityIntoChunk
1:07:16handmade_world.cpp: Do all of the edits in PackEntityIntoChunk
1:10:03Run the game and successfully hop around
1:10:03Run the game and successfully hop around
1:10:03Run the game and successfully hop around
1:10:15handmade_world_mode.cpp: Make the HeroBody recover its position, and introduce AddFloatyThing
1:10:15handmade_world_mode.cpp: Make the HeroBody recover its position, and introduce AddFloatyThing
1:10:15handmade_world_mode.cpp: Make the HeroBody recover its position, and introduce AddFloatyThing
1:14:28handmade_world_mode.cpp: Make the FloatyThingForNow move up and down
1:14:28handmade_world_mode.cpp: Make the FloatyThingForNow move up and down
1:14:28handmade_world_mode.cpp: Make the FloatyThingForNow move up and down
1:15:54Run the game and try standing on the FloatyThingForNow
1:15:54Run the game and try standing on the FloatyThingForNow
1:15:54Run the game and try standing on the FloatyThingForNow
1:16:50handmade_world_mode.cpp: Make AddStandardRoom add only the FloatyThingForNow at its location
1:16:50handmade_world_mode.cpp: Make AddStandardRoom add only the FloatyThingForNow at its location
1:16:50handmade_world_mode.cpp: Make AddStandardRoom add only the FloatyThingForNow at its location
1:18:06Run the game and try again to stand on the FloatyThingForNow
1:18:06Run the game and try again to stand on the FloatyThingForNow
1:18:06Run the game and try again to stand on the FloatyThingForNow
1:19:35Q&A
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1:19:35Q&A
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1:19:35Q&A
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1:20:22@Miblo This sounds like a job for hysteresis, if I understand it right
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1:20:22@Miblo This sounds like a job for hysteresis, if I understand it right
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1:20:22@Miblo This sounds like a job for hysteresis, if I understand it right
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1:21:04@ejgremlin They implemented a structured editor for greenfoot
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1:21:04@ejgremlin They implemented a structured editor for greenfoot
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1:21:04@ejgremlin They implemented a structured editor for greenfoot
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1:21:41@connor_rentz So, we are planning to have the head detached forever?
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1:21:41@connor_rentz So, we are planning to have the head detached forever?
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1:21:41@connor_rentz So, we are planning to have the head detached forever?
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1:22:09@abner Where are the gloves? You will program in custom glove movement, right?
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1:22:09@abner Where are the gloves? You will program in custom glove movement, right?
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1:22:09@abner Where are the gloves? You will program in custom glove movement, right?
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1:22:27@ChronalDragon Any idea when you plan on adding in the correct-perspective art so that the hero looks less strange?
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1:22:27@ChronalDragon Any idea when you plan on adding in the correct-perspective art so that the hero looks less strange?
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1:22:27@ChronalDragon Any idea when you plan on adding in the correct-perspective art so that the hero looks less strange?
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1:22:51@longboolean So in theory you could test this by adding a second hero with the xbox controller and making sure they don't stand on the same tile?
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1:22:51@longboolean So in theory you could test this by adding a second hero with the xbox controller and making sure they don't stand on the same tile?
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1:22:51@longboolean So in theory you could test this by adding a second hero with the xbox controller and making sure they don't stand on the same tile?
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1:23:24Close this down
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1:23:24Close this down
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1:23:24Close this down
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