Making Standing-on a More Rigorous Concept
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4:06thesizik Do you have any favorite insects?
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4:06thesizik Do you have any favorite insects?
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4:06thesizik Do you have any favorite insects?
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4:31Miblo 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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4:31Miblo 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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4:31Miblo 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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6:18andrewjdr 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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6:18andrewjdr 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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6:18andrewjdr 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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8:21killermanxp What are your thoughts on flowchart-based programming, and do you think they are effective in game programming?
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8:21killermanxp What are your thoughts on flowchart-based programming, and do you think they are effective in game programming?
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8:21killermanxp What are your thoughts on flowchart-based programming, and do you think they are effective in game programming?
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9:04nullsquared What's your opinion on the Vulcan API?
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9:04nullsquared What's your opinion on the Vulcan API?
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9:04nullsquared What's your opinion on the Vulcan API?
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9:22killermanxp I'm thinking more along the lines of what UE4 implements in the form of blueprint
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9:22killermanxp I'm thinking more along the lines of what UE4 implements in the form of blueprint
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9:22killermanxp I'm thinking more along the lines of what UE4 implements in the form of blueprint
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11:21ejgremlin What do you think about structured editors?
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11:21ejgremlin What do you think about structured editors?
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11:21ejgremlin What do you think about structured editors?
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12:12pseudonym73 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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12:12pseudonym73 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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12:12pseudonym73 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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12:30qwindoo Where are we on the Handmade Hero todo? Seems like a long time since we last updated it
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12:30qwindoo Where are we on the Handmade Hero todo? Seems like a long time since we last updated it
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12:30qwindoo 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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1:20:22Miblo This sounds like a job for hysteresis, if I understand it right
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1:20:22Miblo This sounds like a job for hysteresis, if I understand it right
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1:20:22Miblo This sounds like a job for hysteresis, if I understand it right
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1:21:04ejgremlin They implemented a structured editor for greenfoot
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1:21:04ejgremlin They implemented a structured editor for greenfoot
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1:21:04ejgremlin They implemented a structured editor for greenfoot
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1:21:41connor_rentz So, we are planning to have the head detached forever?
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1:21:41connor_rentz So, we are planning to have the head detached forever?
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1:21:41connor_rentz So, we are planning to have the head detached forever?
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1:22:09abner Where are the gloves? You will program in custom glove movement, right?
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1:22:09abner Where are the gloves? You will program in custom glove movement, right?
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1:22:09abner Where are the gloves? You will program in custom glove movement, right?
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1:22:27ChronalDragon Any idea when you plan on adding in the correct-perspective art so that the hero looks less strange?
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1:22:27ChronalDragon Any idea when you plan on adding in the correct-perspective art so that the hero looks less strange?
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1:22:27ChronalDragon Any idea when you plan on adding in the correct-perspective art so that the hero looks less strange?
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1:22:51longboolean 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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1:22:51longboolean 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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1:22:51longboolean 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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