Separating Entities into Z Layers
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1:04Recap and set the stage for the day
1:04Recap and set the stage for the day
1:04Recap and set the stage for the day
2:10Demo the problem with alpha blending textures separately
2:10Demo the problem with alpha blending textures separately
2:10Demo the problem with alpha blending textures separately
4:20handmade_render_group.h: Consider adding slice information to render_entry_cliprect
4:20handmade_render_group.h: Consider adding slice information to render_entry_cliprect
4:20handmade_render_group.h: Consider adding slice information to render_entry_cliprect
7:03handmade_world_mode.cpp: Consider specifying relative floor layers
7:03handmade_world_mode.cpp: Consider specifying relative floor layers
7:03handmade_world_mode.cpp: Consider specifying relative floor layers
12:04handmade_world_mode.cpp: Make UpdateAndRenderWorld loop over the LevelIndex, using PushClipRect to set the ClipRectIndex
12:04handmade_world_mode.cpp: Make UpdateAndRenderWorld loop over the LevelIndex, using PushClipRect to set the ClipRectIndex
12:04handmade_world_mode.cpp: Make UpdateAndRenderWorld loop over the LevelIndex, using PushClipRect to set the ClipRectIndex
17:48handmade_render_group.h: Introduce transient_clip_rect
17:48handmade_render_group.h: Introduce transient_clip_rect
17:48handmade_render_group.h: Introduce transient_clip_rect
20:41handmade_world_mode.cpp: Make UpdateAndRenderWorld put the three main layers into a different ClipRectIndex
20:41handmade_world_mode.cpp: Make UpdateAndRenderWorld put the three main layers into a different ClipRectIndex
20:41handmade_world_mode.cpp: Make UpdateAndRenderWorld put the three main layers into a different ClipRectIndex
23:24handmade_entity.cpp: Introduce UpdateAndRenderEntities
23:24handmade_entity.cpp: Introduce UpdateAndRenderEntities
23:24handmade_entity.cpp: Introduce UpdateAndRenderEntities
30:08handmade_world_mode.cpp: Make UpdateAndRenderWorld call UpdateAndRenderEntities
30:08handmade_world_mode.cpp: Make UpdateAndRenderWorld call UpdateAndRenderEntities
30:08handmade_world_mode.cpp: Make UpdateAndRenderWorld call UpdateAndRenderEntities
30:40handmade_entity.cpp: Test the clipping by halving the size of the screen for the current layer
30:40handmade_entity.cpp: Test the clipping by halving the size of the screen for the current layer
30:40handmade_entity.cpp: Test the clipping by halving the size of the screen for the current layer
32:48Run the game and see that we're clipped to the lower part of the screen
32:48Run the game and see that we're clipped to the lower part of the screen
32:48Run the game and see that we're clipped to the lower part of the screen
34:16handmade_entity.cpp: Make UpdateAndRenderEntities compute CameraRelativeGroundZ per LevelIndex
34:16handmade_entity.cpp: Make UpdateAndRenderEntities compute CameraRelativeGroundZ per LevelIndex
34:16handmade_entity.cpp: Make UpdateAndRenderEntities compute CameraRelativeGroundZ per LevelIndex
38:51handmade_entity.cpp: Set the CameraRelativeGroundP in UpdateAndRenderEntities immediately before rendering
38:51handmade_entity.cpp: Set the CameraRelativeGroundP in UpdateAndRenderEntities immediately before rendering
38:51handmade_entity.cpp: Set the CameraRelativeGroundP in UpdateAndRenderEntities immediately before rendering
42:24handmade_entity.cpp: Extract RelativeLayer from OffsetP.z in UpdateAndRenderEntities
42:24handmade_entity.cpp: Extract RelativeLayer from OffsetP.z in UpdateAndRenderEntities
42:24handmade_entity.cpp: Extract RelativeLayer from OffsetP.z in UpdateAndRenderEntities
45:54handmade_entity.cpp: Make UpdateAndRenderEntities set CameraRelativeGroundZ based on the Origin
45:54handmade_entity.cpp: Make UpdateAndRenderEntities set CameraRelativeGroundZ based on the Origin
45:54handmade_entity.cpp: Make UpdateAndRenderEntities set CameraRelativeGroundZ based on the Origin
49:25handmade_entity.cpp: Introduce ConvertToLayerRelative
49:25handmade_entity.cpp: Introduce ConvertToLayerRelative
49:25handmade_entity.cpp: Introduce ConvertToLayerRelative
53:29handmade_render_group.h: Introduce clip_rect_fx
53:29handmade_render_group.h: Introduce clip_rect_fx
53:29handmade_render_group.h: Introduce clip_rect_fx
54:29"We can handle it"α
54:29"We can handle it"α
54:29"We can handle it"α
54:35Consider reducing the system down to two slices
54:35Consider reducing the system down to two slices
54:35Consider reducing the system down to two slices
59:14handmade_render_group.cpp: Make PushClipRect take a clip_rect_fx
59:14handmade_render_group.cpp: Make PushClipRect take a clip_rect_fx
59:14handmade_render_group.cpp: Make PushClipRect take a clip_rect_fx
1:00:06Run the game and see that the slices are not being perspective transformed
1:00:06Run the game and see that the slices are not being perspective transformed
1:00:06Run the game and see that the slices are not being perspective transformed
1:00:49Q&A
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1:00:49Q&A
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1:00:49Q&A
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1:01:28insofaras I added some preliminary moderation code to insobot. At the moment it will just print out when it would time out
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1:01:28insofaras I added some preliminary moderation code to insobot. At the moment it will just print out when it would time out
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1:01:28insofaras I added some preliminary moderation code to insobot. At the moment it will just print out when it would time out
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1:03:24epigone00 It's been a while, did I see you programming without wrist braces? Are you not affected anymore?
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1:03:24epigone00 It's been a while, did I see you programming without wrist braces? Are you not affected anymore?
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1:03:24epigone00 It's been a while, did I see you programming without wrist braces? Are you not affected anymore?
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1:06:24guitarm87 Is Jeff Atwood a good programmer?
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1:06:24guitarm87 Is Jeff Atwood a good programmer?
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1:06:24guitarm87 Is Jeff Atwood a good programmer?
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1:08:27ingenero When you were working on switching between the software and hardware renderer yesterday, why did it look like there was still a very slight color difference?
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1:08:27ingenero When you were working on switching between the software and hardware renderer yesterday, why did it look like there was still a very slight color difference?
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1:08:27ingenero When you were working on switching between the software and hardware renderer yesterday, why did it look like there was still a very slight color difference?
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1:09:59vidster88 What would you say are the top three things that have made Molly Rocket successful in your eyes from a startup / business perspective?
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1:09:59vidster88 What would you say are the top three things that have made Molly Rocket successful in your eyes from a startup / business perspective?
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1:09:59vidster88 What would you say are the top three things that have made Molly Rocket successful in your eyes from a startup / business perspective?
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1:13:06epigone00 Do you mind name dropping her? I live in Seattle too and have a new wrist issue with programming1
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1:13:06epigone00 Do you mind name dropping her? I live in Seattle too and have a new wrist issue with programming1
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1:13:06epigone00 Do you mind name dropping her? I live in Seattle too and have a new wrist issue with programming1
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1:15:57cyberdr8gon As someone back at Episode 054, how far gone am I? Haha, just kidding. Thanks for everything, Casey!
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1:15:57cyberdr8gon As someone back at Episode 054, how far gone am I? Haha, just kidding. Thanks for everything, Casey!
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1:15:57cyberdr8gon As someone back at Episode 054, how far gone am I? Haha, just kidding. Thanks for everything, Casey!
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1:16:35neitchzehrer Do you find that your hands shake when holding a drinking glass? That's the only time my hands shake at all
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1:16:35neitchzehrer Do you find that your hands shake when holding a drinking glass? That's the only time my hands shake at all
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1:16:35neitchzehrer Do you find that your hands shake when holding a drinking glass? That's the only time my hands shake at all
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1:17:15Wind it on down
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1:17:15Wind it on down
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1:17:15Wind it on down
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