1:48Run the game and set the stage for the day
1:48Run the game and set the stage for the day
1:48Run the game and set the stage for the day
3:17handmade_brain.cpp: Give ExecuteBrain the ability to move the Monstar
3:17handmade_brain.cpp: Give ExecuteBrain the ability to move the Monstar
3:17handmade_brain.cpp: Give ExecuteBrain the ability to move the Monstar
6:13handmade_world_mode.cpp: Make AddMonstar take a traversable_reference
6:13handmade_world_mode.cpp: Make AddMonstar take a traversable_reference
6:13handmade_world_mode.cpp: Make AddMonstar take a traversable_reference
8:10handmade_world_mode.cpp: Make AddStandardRoom call AddMonstar
8:10handmade_world_mode.cpp: Make AddStandardRoom call AddMonstar
8:10handmade_world_mode.cpp: Make AddStandardRoom call AddMonstar
12:44Run the game and see that the Monstar doesn't appear to be initialised correctly
12:44Run the game and see that the Monstar doesn't appear to be initialised correctly
12:44Run the game and see that the Monstar doesn't appear to be initialised correctly
13:43handmade_world.cpp: Make PackEntityReference leave the Index the same if there's no SimRegion and no GetHashFromID
13:43handmade_world.cpp: Make PackEntityReference leave the Index the same if there's no SimRegion and no GetHashFromID
13:43handmade_world.cpp: Make PackEntityReference leave the Index the same if there's no SimRegion and no GetHashFromID
14:52Run the game and see that the Monstar is no properly occupying a square
14:52Run the game and see that the Monstar is no properly occupying a square
14:52Run the game and see that the Monstar is no properly occupying a square
14:58handmade_brain.cpp: Enable the Monstar to move, run the game and watch it move
14:58handmade_brain.cpp: Enable the Monstar to move, run the game and watch it move
14:58handmade_brain.cpp: Enable the Monstar to move, run the game and watch it move
15:39handmade_world_mode.h: Add random_series GameEntropy to game_mode_world
15:39handmade_world_mode.h: Add random_series GameEntropy to game_mode_world
15:39handmade_world_mode.h: Add random_series GameEntropy to game_mode_world
16:15handmade_world_mode.cpp: Make PlayWorld initialise GameEntropy and use that GameEntropy to generate the rooms
16:15handmade_world_mode.cpp: Make PlayWorld initialise GameEntropy and use that GameEntropy to generate the rooms
16:15handmade_world_mode.cpp: Make PlayWorld initialise GameEntropy and use that GameEntropy to generate the rooms
16:55handmade_brain.cpp: Make ExecuteBrain set the Monstar's Delta using the GameEntropy and take game_mode_world *WorldMode
16:55handmade_brain.cpp: Make ExecuteBrain set the Monstar's Delta using the GameEntropy and take game_mode_world *WorldMode
16:55handmade_brain.cpp: Make ExecuteBrain set the Monstar's Delta using the GameEntropy and take game_mode_world *WorldMode
21:40Kick back and eat some cheesy poofs while watching the Monstar hop around randomly
21:40Kick back and eat some cheesy poofs while watching the Monstar hop around randomly
21:40Kick back and eat some cheesy poofs while watching the Monstar hop around randomly
23:42handmade_world_mode.cpp: Introduce struct standard_room, and make AddStandardRoom return it and specify the StandingOn points
23:42handmade_world_mode.cpp: Introduce struct standard_room, and make AddStandardRoom return it and specify the StandingOn points
23:42handmade_world_mode.cpp: Introduce struct standard_room, and make AddStandardRoom return it and specify the StandingOn points
29:52handmade_world_mode.cpp: Make AddWall take world_position P and traversable_reference StandingOn, and specify that the Tree occupies squares
29:52handmade_world_mode.cpp: Make AddWall take world_position P and traversable_reference StandingOn, and specify that the Tree occupies squares
29:52handmade_world_mode.cpp: Make AddWall take world_position P and traversable_reference StandingOn, and specify that the Tree occupies squares
30:47Run the game and find that the Monstar cannot hop on the Trees, but that we can currently hop over them
30:47Run the game and find that the Monstar cannot hop on the Trees, but that we can currently hop over them
30:47Run the game and find that the Monstar cannot hop on the Trees, but that we can currently hop over them
32:11handmade_world_mode.cpp: Make the Head collide with the Trees
32:11handmade_world_mode.cpp: Make the Head collide with the Trees
32:11handmade_world_mode.cpp: Make the Head collide with the Trees
33:55handmade_brain.cpp: Stop ExecuteBrain checking for deletion and doing unnecessary controller code
33:55handmade_brain.cpp: Stop ExecuteBrain checking for deletion and doing unnecessary controller code
33:55handmade_brain.cpp: Stop ExecuteBrain checking for deletion and doing unnecessary controller code
37:51handmade_brain.cpp: Investigate why the Head is sticking by adding a DEBUG_B32 for NoPush and a DEBUG_VALUE for ddP2, and setting the Head's UnitMaxAccelVector to false
37:51handmade_brain.cpp: Investigate why the Head is sticking by adding a DEBUG_B32 for NoPush and a DEBUG_VALUE for ddP2, and setting the Head's UnitMaxAccelVector to false
37:51handmade_brain.cpp: Investigate why the Head is sticking by adding a DEBUG_B32 for NoPush and a DEBUG_VALUE for ddP2, and setting the Head's UnitMaxAccelVector to false
42:09Run the game and hit the Assert relating to MaxEntityVelocity
42:09Run the game and hit the Assert relating to MaxEntityVelocity
42:09Run the game and hit the Assert relating to MaxEntityVelocity
44:39handmade_sim_region.cpp: Stop MoveEntity taking the move_spec
44:39handmade_sim_region.cpp: Stop MoveEntity taking the move_spec
44:39handmade_sim_region.cpp: Stop MoveEntity taking the move_spec
47:01handmade_brain.cpp: Stop entity taking the move_spec
47:01handmade_brain.cpp: Stop entity taking the move_spec
47:01handmade_brain.cpp: Stop entity taking the move_spec
47:44handmade_brain.cpp: Change how ExecuteBrain sets the Head's ddP
47:44handmade_brain.cpp: Change how ExecuteBrain sets the Head's ddP
47:44handmade_brain.cpp: Change how ExecuteBrain sets the Head's ddP
54:40Run the game and find that we've fixed the bug
54:40Run the game and find that we've fixed the bug
54:40Run the game and find that we've fixed the bug
55:41handmade_world_mode.cpp: Make AddStandardRoom call AddFamiliar and make AddFamiliar take world_position P and traversable_reference StandingOn
55:41handmade_world_mode.cpp: Make AddStandardRoom call AddFamiliar and make AddFamiliar take world_position P and traversable_reference StandingOn
55:41handmade_world_mode.cpp: Make AddStandardRoom call AddFamiliar and make AddFamiliar take world_position P and traversable_reference StandingOn
57:07Run the game and see our Familiar occupying its square
57:07Run the game and see our Familiar occupying its square
57:07Run the game and see our Familiar occupying its square
57:32handmade_entity.h: Remove Moveable from entity_flags
57:32handmade_entity.h: Remove Moveable from entity_flags
57:32handmade_entity.h: Remove Moveable from entity_flags
59:50gasto5 Why are the textures not loading properly sometimes?
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59:50gasto5 Why are the textures not loading properly sometimes?
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59:50gasto5 Why are the textures not loading properly sometimes?
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1:00:51mmassi Why the decision to make the game grid-based?
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1:00:51mmassi Why the decision to make the game grid-based?
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1:00:51mmassi Why the decision to make the game grid-based?
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1:01:00fr0styninja There were sirens earlier. Is #manintree back at it again?
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1:01:00fr0styninja There were sirens earlier. Is #manintree back at it again?
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1:01:00fr0styninja There were sirens earlier. Is #manintree back at it again?
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1:01:15skullkrack Do you think even after getting a four-year degree in MIS it's worth it to learn a language such as C#?
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1:01:15skullkrack Do you think even after getting a four-year degree in MIS it's worth it to learn a language such as C#?
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1:01:15skullkrack Do you think even after getting a four-year degree in MIS it's worth it to learn a language such as C#?
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1:01:44longboolean I guess technically if the gameplay is centered around tiles and facing direction, you wouldn't necessarily need collision detection?
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1:01:44longboolean I guess technically if the gameplay is centered around tiles and facing direction, you wouldn't necessarily need collision detection?
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1:01:44longboolean I guess technically if the gameplay is centered around tiles and facing direction, you wouldn't necessarily need collision detection?
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1:02:55tterrace What are the
18 threads that run with the game?
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1:02:55tterrace What are the
18 threads that run with the game?
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1:02:55tterrace What are the
18 threads that run with the game?
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1:07:20cvaucher What is going to replace the ground splat system? Just different tile types and seamless textures?
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1:07:20cvaucher What is going to replace the ground splat system? Just different tile types and seamless textures?
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1:07:20cvaucher What is going to replace the ground splat system? Just different tile types and seamless textures?
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1:07:41bugogy Why don't you program in a UNIX-based OS?
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1:07:41bugogy Why don't you program in a UNIX-based OS?
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1:07:41bugogy Why don't you program in a UNIX-based OS?
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1:10:40imjustroids Why wouldn't multithreading work all that well? Complications? Limitations?
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1:10:40imjustroids Why wouldn't multithreading work all that well? Complications? Limitations?
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1:10:40imjustroids Why wouldn't multithreading work all that well? Complications? Limitations?
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1:11:08gasto5 How did you manage to make thinks work in Windows when you started your career, given that MSDN at least now is negligible or unreliable or both?
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1:11:08gasto5 How did you manage to make thinks work in Windows when you started your career, given that MSDN at least now is negligible or unreliable or both?
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1:11:08gasto5 How did you manage to make thinks work in Windows when you started your career, given that MSDN at least now is negligible or unreliable or both?
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1:11:56A few words on the giant splatter of garbage that is the Windows APIα
1:11:56A few words on the giant splatter of garbage that is the Windows APIα
1:11:56A few words on the giant splatter of garbage that is the Windows APIα
1:13:35imjustroids You said something about the multi-threading being funky?
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1:13:35imjustroids You said something about the multi-threading being funky?
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1:13:35imjustroids You said something about the multi-threading being funky?
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1:14:08sirfindel Do you have positive or negative thoughts when it comes to learning and using Python for building applications?
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1:14:08sirfindel Do you have positive or negative thoughts when it comes to learning and using Python for building applications?
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1:14:08sirfindel Do you have positive or negative thoughts when it comes to learning and using Python for building applications?
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1:14:24metaled32bit MSDN came on 2 CDs
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1:14:24metaled32bit MSDN came on 2 CDs
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1:14:24metaled32bit MSDN came on 2 CDs
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1:15:04tickleforce Which programming languages do you use regularly?
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1:15:04tickleforce Which programming languages do you use regularly?
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1:15:04tickleforce Which programming languages do you use regularly?
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