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4:28Plan to provide the ability to sort a collection of sprites
4:28Plan to provide the ability to sort a collection of sprites
4:28Plan to provide the ability to sort a collection of sprites
5:38Blackboard: Our options for sorting a collection of sprites
5:38Blackboard: Our options for sorting a collection of sprites
5:38Blackboard: Our options for sorting a collection of sprites
11:12Run the game and see our current situation
11:12Run the game and see our current situation
11:12Run the game and see our current situation
12:18handmade_render_group.cpp: Remove NewElement from PushRenderElement_(), and introduce the notion of a writeback for the SortKey which overwrites a previously written SortKey with new information
12:18handmade_render_group.cpp: Remove NewElement from PushRenderElement_(), and introduce the notion of a writeback for the SortKey which overwrites a previously written SortKey with new information
12:18handmade_render_group.cpp: Remove NewElement from PushRenderElement_(), and introduce the notion of a writeback for the SortKey which overwrites a previously written SortKey with new information
16:13handmade_render_group.cpp: Consider making PushBitmap() return something for PushRenderElement_() to take and modify
16:13handmade_render_group.cpp: Consider making PushBitmap() return something for PushRenderElement_() to take and modify
16:13handmade_render_group.cpp: Consider making PushBitmap() return something for PushRenderElement_() to take and modify
17:31handmade_entity.cpp: Make UpdateAndRenderEntities() call BeginAggregateSortKey() and EndAggregateSortKey() which marks which entities share a SortKey
17:31handmade_entity.cpp: Make UpdateAndRenderEntities() call BeginAggregateSortKey() and EndAggregateSortKey() which marks which entities share a SortKey
17:31handmade_entity.cpp: Make UpdateAndRenderEntities() call BeginAggregateSortKey() and EndAggregateSortKey() which marks which entities share a SortKey
23:02handmade_render_group.cpp: Implement BeginAggregateSortKey() and EndAggregateSortKey()
23:02handmade_render_group.cpp: Implement BeginAggregateSortKey() and EndAggregateSortKey()
23:02handmade_render_group.cpp: Implement BeginAggregateSortKey() and EndAggregateSortKey()
30:25handmade_render_group.cpp: Enable PushRenderElement_() to correctly set the AggregateBound for Y- and Z-sprites
30:25handmade_render_group.cpp: Enable PushRenderElement_() to correctly set the AggregateBound for Y- and Z-sprites
30:25handmade_render_group.cpp: Enable PushRenderElement_() to correctly set the AggregateBound for Y- and Z-sprites
31:50handmade_render.cpp: Introduce IsYSprite()
31:50handmade_render.cpp: Introduce IsYSprite()
31:50handmade_render.cpp: Introduce IsYSprite()
36:18Run the game and see that it actually looks somewhat workable
36:18Run the game and see that it actually looks somewhat workable
36:18Run the game and see that it actually looks somewhat workable
37:35handmade_render_group.h: Remove the daisy-chaining from the render_group_entry_header struct
37:35handmade_render_group.h: Remove the daisy-chaining from the render_group_entry_header struct
37:35handmade_render_group.h: Remove the daisy-chaining from the render_group_entry_header struct
39:52Run the game and consider the question of what order we put the hero sprites in
39:52Run the game and consider the question of what order we put the hero sprites in
39:52Run the game and consider the question of what order we put the hero sprites in
40:11handmade_world_mode.cpp: Reorder the AddPiece() calls in AddPlayer()
40:11handmade_world_mode.cpp: Reorder the AddPiece() calls in AddPlayer()
40:11handmade_world_mode.cpp: Reorder the AddPiece() calls in AddPlayer()
40:44handmade_world_mode.cpp: Stop those AddPiece() calls from taking such tweaky values
40:44handmade_world_mode.cpp: Stop those AddPiece() calls from taking such tweaky values
40:44handmade_world_mode.cpp: Stop those AddPiece() calls from taking such tweaky values
42:36Consider how to articulate the intention that one sprite (e.g. the head) must always draw in front of another (e.g. the aggregated body)
42:36Consider how to articulate the intention that one sprite (e.g. the head) must always draw in front of another (e.g. the aggregated body)
42:36Consider how to articulate the intention that one sprite (e.g. the head) must always draw in front of another (e.g. the aggregated body)
49:55Blackboard: Manual Edge Specification
49:55Blackboard: Manual Edge Specification
49:55Blackboard: Manual Edge Specification
53:48Q&A
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53:48Q&A
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53:48Q&A
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56:18cmuratori How do I get insobot to ask a question?
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56:18cmuratori How do I get insobot to ask a question?
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56:18cmuratori How do I get insobot to ask a question?