Activating Entities by Brain
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0:09Recap and set the stage for the day1
0:09Recap and set the stage for the day1
0:09Recap and set the stage for the day1
1:17handmade_shared.h: Fix the ReadVarArgFloat() logic
1:17handmade_shared.h: Fix the ReadVarArgFloat() logic
1:17handmade_shared.h: Fix the ReadVarArgFloat() logic
3:43Run the game to make sure that we're still working properly, and close the issue
3:43Run the game to make sure that we're still working properly, and close the issue
3:43Run the game to make sure that we're still working properly, and close the issue
5:20todo.txt: Consult the TODO list
5:20todo.txt: Consult the TODO list
5:20todo.txt: Consult the TODO list
8:47Run the game and consider how the multi-segment snake guy gets streamed in
8:47Run the game and consider how the multi-segment snake guy gets streamed in
8:47Run the game and consider how the multi-segment snake guy gets streamed in
12:06Determine to treat multi-segment entities as active if as few as one segment is within an active sim region
12:06Determine to treat multi-segment entities as active if as few as one segment is within an active sim region
12:06Determine to treat multi-segment entities as active if as few as one segment is within an active sim region
13:46handmade_entity.h: Introduce EntityFlag_Active
13:46handmade_entity.h: Introduce EntityFlag_Active
13:46handmade_entity.h: Introduce EntityFlag_Active
16:14handmade_brain.cpp: Introduce MarkBrainActives()
16:14handmade_brain.cpp: Introduce MarkBrainActives()
16:14handmade_brain.cpp: Introduce MarkBrainActives()
22:19handmade_brain.cpp: Implement MarkBrainActives()
22:19handmade_brain.cpp: Implement MarkBrainActives()
22:19handmade_brain.cpp: Implement MarkBrainActives()
26:32handmade_platform.h: Introduce OffsetOf()
26:32handmade_platform.h: Introduce OffsetOf()
26:32handmade_platform.h: Introduce OffsetOf()
27:36handmade_brain.h: Introduce GetEntityInSlot()
27:36handmade_brain.h: Introduce GetEntityInSlot()
27:36handmade_brain.h: Introduce GetEntityInSlot()
29:16Run the game and update the TODO list
29:16Run the game and update the TODO list
29:16Run the game and update the TODO list
44:13Blackboard: Multiple Sim Regions and Active Entities
44:13Blackboard: Multiple Sim Regions and Active Entities
44:13Blackboard: Multiple Sim Regions and Active Entities
48:07Blackboard: When sim regions coincide
48:07Blackboard: When sim regions coincide
48:07Blackboard: When sim regions coincide
51:05Blackboard: Merging sim regions
51:05Blackboard: Merging sim regions
51:05Blackboard: Merging sim regions
55:12Q&A
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55:12Q&A
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55:12Q&A
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56:16jayphi What are the reasons for separate regions again?
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56:16jayphi What are the reasons for separate regions again?
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56:16jayphi What are the reasons for separate regions again?
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57:41Pseudonym Is Bob the guy in the tree?
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57:41Pseudonym Is Bob the guy in the tree?
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57:41Pseudonym Is Bob the guy in the tree?
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57:46JamesWidman (Related to JayPhi's Q) So I was playing Kingdom: New Lands recently, and it seemed like there were some really bad frame rates that coincided with battles involving hundreds of entities on the opposite side of the world... (like, opposite to where the camera was)
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57:46JamesWidman (Related to JayPhi's Q) So I was playing Kingdom: New Lands recently, and it seemed like there were some really bad frame rates that coincided with battles involving hundreds of entities on the opposite side of the world... (like, opposite to where the camera was)
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57:46JamesWidman (Related to JayPhi's Q) So I was playing Kingdom: New Lands recently, and it seemed like there were some really bad frame rates that coincided with battles involving hundreds of entities on the opposite side of the world... (like, opposite to where the camera was)
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59:38insofaras Have you considered only merging with the hero's region, and deactivating ones past that, or having the regions aligned to a grid / rooms, so they don't overlap?
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59:38insofaras Have you considered only merging with the hero's region, and deactivating ones past that, or having the regions aligned to a grid / rooms, so they don't overlap?
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59:38insofaras Have you considered only merging with the hero's region, and deactivating ones past that, or having the regions aligned to a grid / rooms, so they don't overlap?
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1:01:22Blackboard: Active Region + Apron
1:01:22Blackboard: Active Region + Apron
1:01:22Blackboard: Active Region + Apron
1:03:03terrorscout Could you have smaller regions and load nine active at a time so you always have every boundary region loaded all the time?
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1:03:03terrorscout Could you have smaller regions and load nine active at a time so you always have every boundary region loaded all the time?
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1:03:03terrorscout Could you have smaller regions and load nine active at a time so you always have every boundary region loaded all the time?
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1:05:31Blackboard: On needing to load a part of adjacent regions
1:05:31Blackboard: On needing to load a part of adjacent regions
1:05:31Blackboard: On needing to load a part of adjacent regions
1:06:11cyberpunkhobo Couldn't you just make sure regions that get pulled in by the apron don't have their own apron activated?
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1:06:11cyberpunkhobo Couldn't you just make sure regions that get pulled in by the apron don't have their own apron activated?
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1:06:11cyberpunkhobo Couldn't you just make sure regions that get pulled in by the apron don't have their own apron activated?
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1:08:08Blackboard: Time-slicing and merging with only one overlapping region
1:08:08Blackboard: Time-slicing and merging with only one overlapping region
1:08:08Blackboard: Time-slicing and merging with only one overlapping region
1:09:42jayphi What is the actual problem again when two active regions overlap?
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1:09:42jayphi What is the actual problem again when two active regions overlap?
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1:09:42jayphi What is the actual problem again when two active regions overlap?
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1:10:55Mr4thDimention You could always artificially keep the non-player agents away from each other
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1:10:55Mr4thDimention You could always artificially keep the non-player agents away from each other
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1:10:55Mr4thDimention You could always artificially keep the non-player agents away from each other
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1:11:13thesizik What do you think about a boolean flag on each update-able thing, flip it when you update, and alternate each frame which value you check for?
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1:11:13thesizik What do you think about a boolean flag on each update-able thing, flip it when you update, and alternate each frame which value you check for?
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1:11:13thesizik What do you think about a boolean flag on each update-able thing, flip it when you update, and alternate each frame which value you check for?
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1:12:10JamesWidman Why does it not suffice to use the total area of all overlapped regions (and just refuse to exceed a limit)?
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1:12:10JamesWidman Why does it not suffice to use the total area of all overlapped regions (and just refuse to exceed a limit)?
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1:12:10JamesWidman Why does it not suffice to use the total area of all overlapped regions (and just refuse to exceed a limit)?
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1:13:40Close this down
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1:13:40Close this down
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1:13:40Close this down
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