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12:33Bind "Insert" to fleury_toggle_compilation_expand
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12:33Bind "Insert" to fleury_toggle_compilation_expand
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12:33Bind "Insert" to fleury_toggle_compilation_expand
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13:02Try making AddPieceLight() and AddPieceOccluder() pass {} to AddPiece()
13:02Try making AddPieceLight() and AddPieceOccluder() pass {} to AddPiece()
13:02Try making AddPieceLight() and AddPieceOccluder() pass {} to AddPiece()
14:19Function parameter lookup and failed namespacing in C++1
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14:19Function parameter lookup and failed namespacing in C++1
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14:19Function parameter lookup and failed namespacing in C++1
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20:32Update AddPlayer() to use GetTagHash()
20:32Update AddPlayer() to use GetTagHash()
20:32Update AddPlayer() to use GetTagHash()
24:03Reacquaint ourselves with the GEN_CREATE_ENTITY() macro and its calling sites
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24:03Reacquaint ourselves with the GEN_CREATE_ENTITY() macro and its calling sites
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24:03Reacquaint ourselves with the GEN_CREATE_ENTITY() macro and its calling sites
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29:46Shrink the Tags array in gen_entity from 14 to 4
29:46Shrink the Tags array in gen_entity from 14 to 4
29:46Shrink the Tags array in gen_entity from 14 to 4
30:18Consider how to encode (random) variants in our tag hash
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30:18Consider how to encode (random) variants in our tag hash
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30:18Consider how to encode (random) variants in our tag hash
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38:16Consider doing GetAssetFrom() exactly as the old GetBestMatchAssetFrom(),2 just without the WeightVector
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38:16Consider doing GetAssetFrom() exactly as the old GetBestMatchAssetFrom(),2 just without the WeightVector
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38:16Consider doing GetAssetFrom() exactly as the old GetBestMatchAssetFrom(),2 just without the WeightVector
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43:26Make GetAssetFrom() match based on the old GetBestMatchAssetFrom(),3 just without the WeightVector
43:26Make GetAssetFrom() match based on the old GetBestMatchAssetFrom(),3 just without the WeightVector
43:26Make GetAssetFrom() match based on the old GetBestMatchAssetFrom(),3 just without the WeightVector
50:12Reflect on our new asset matching, with optimisation potential and exact matching on tags
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50:12Reflect on our new asset matching, with optimisation potential and exact matching on tags
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50:12Reflect on our new asset matching, with optimisation potential and exact matching on tags
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51:01Change asset_match_vector to be an f32 array and remove TagRange from game_assets
51:01Change asset_match_vector to be an f32 array and remove TagRange from game_assets
51:01Change asset_match_vector to be an f32 array and remove TagRange from game_assets
51:55Consider introducing a Modulus() function for facing direction
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51:55Consider introducing a Modulus() function for facing direction
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51:55Consider introducing a Modulus() function for facing direction
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54:45Embark on updating the picking of FacingDirection in UpdateAndRenderEntities()
54:45Embark on updating the picking of FacingDirection in UpdateAndRenderEntities()
54:45Embark on updating the picking of FacingDirection in UpdateAndRenderEntities()
57:27Revert the removal of TagRange from game_assets
57:27Revert the removal of TagRange from game_assets
57:27Revert the removal of TagRange from game_assets
59:10Augment entity_visible_piece with an f32 Variant for UpdateAndRenderEntities() to use
59:10Augment entity_visible_piece with an f32 Variant for UpdateAndRenderEntities() to use
59:10Augment entity_visible_piece with an f32 Variant for UpdateAndRenderEntities() to use
1:00:32Update AllocateGameAssets() to operate on MatchElement
1:00:32Update AllocateGameAssets() to operate on MatchElement
1:00:32Update AllocateGameAssets() to operate on MatchElement
1:01:48ryanfleury Hmmm I don't know, handmade_hero… He's online so I will ping him about it
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1:01:48ryanfleury Hmmm I don't know, handmade_hero… He's online so I will ping him about it
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1:01:48ryanfleury Hmmm I don't know, handmade_hero… He's online so I will ping him about it
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1:02:59Consider making GEN_CREATE_ENTITY() take a tag hash
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1:02:59Consider making GEN_CREATE_ENTITY() take a tag hash
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1:02:59Consider making GEN_CREATE_ENTITY() take a tag hash
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1:03:58ryanfleury Yeah, that is weird… because it's different from the virtual whitespace behavior…
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1:03:58ryanfleury Yeah, that is weird… because it's different from the virtual whitespace behavior…
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1:03:58ryanfleury Yeah, that is weird… because it's different from the virtual whitespace behavior…
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1:04:04Make GEN_CREATE_ENTITY() and all entity generation functions take a BaseHash
1:04:04Make GEN_CREATE_ENTITY() and all entity generation functions take a BaseHash
1:04:04Make GEN_CREATE_ENTITY() and all entity generation functions take a BaseHash
1:07:44Look into updating GenerateRoom() to our new asset matching scheme
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1:07:44Look into updating GenerateRoom() to our new asset matching scheme
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1:07:44Look into updating GenerateRoom() to our new asset matching scheme
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1:09:24Delete AddTag() and the Tags array from entity, and propagate this change
1:09:24Delete AddTag() and the Tags array from entity, and propagate this change
1:09:24Delete AddTag() and the Tags array from entity, and propagate this change
1:12:05Consider providing a source of entropy to AddPiece()
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1:12:05Consider providing a source of entropy to AddPiece()
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1:12:05Consider providing a source of entropy to AddPiece()
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1:13:34Introduce entity_piece_asset for entity_visible_piece to contain
1:13:34Introduce entity_piece_asset for entity_visible_piece to contain
1:13:34Introduce entity_piece_asset for entity_visible_piece to contain
1:17:48Workaround C++'s ambiguous interpretation of {} in our AddPiece() calls
1:17:48Workaround C++'s ambiguous interpretation of {} in our AddPiece() calls
1:17:48Workaround C++'s ambiguous interpretation of {} in our AddPiece() calls
1:19:21Respecify AddTreeTags() as GetTreeTags() and change GEN_CREATE_ENTITY() to take an entity_piece_asset
1:19:21Respecify AddTreeTags() as GetTreeTags() and change GEN_CREATE_ENTITY() to take an entity_piece_asset
1:19:21Respecify AddTreeTags() as GetTreeTags() and change GEN_CREATE_ENTITY() to take an entity_piece_asset
1:23:22Introduce ChangeHash()
1:23:22Introduce ChangeHash()
1:23:22Introduce ChangeHash()
1:25:53Change the AddPiece() forward-declarations to take an entity_piece_asset, and pass {} to AddPiece() again
1:25:53Change the AddPiece() forward-declarations to take an entity_piece_asset, and pass {} to AddPiece() again
1:25:53Change the AddPiece() forward-declarations to take an entity_piece_asset, and pass {} to AddPiece() again
1:26:33Introduce GetPieceAsset() for AddPlayer() to call
1:26:33Introduce GetPieceAsset() for AddPlayer() to call
1:26:33Introduce GetPieceAsset() for AddPlayer() to call
1:29:354coder feature request: Early scrolling out from behind an on-top window
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1:29:354coder feature request: Early scrolling out from behind an on-top window
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1:29:354coder feature request: Early scrolling out from behind an on-top window
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1:30:05Make AddPlayer() use GetPieceAsset() and ChangeHash()
1:30:05Make AddPlayer() use GetPieceAsset() and ChangeHash()
1:30:05Make AddPlayer() use GetPieceAsset() and ChangeHash()
1:32:55Defer our GenerateRoom() update to next time
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1:32:55Defer our GenerateRoom() update to next time
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1:32:55Defer our GenerateRoom() update to next time
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1:33:52Fix the GenEntityAtTraversable() call in GenerateRoom()
1:33:52Fix the GenEntityAtTraversable() call in GenerateRoom()
1:33:52Fix the GenEntityAtTraversable() call in GenerateRoom()
1:34:59Q&A
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1:34:59Q&A
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1:34:59Q&A
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1:35:47ryanfleuryhandmade_hero I have alerted the 4th dimension of the bug
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1:35:47ryanfleuryhandmade_hero I have alerted the 4th dimension of the bug
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1:35:47ryanfleuryhandmade_hero I have alerted the 4th dimension of the bug
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1:36:11exp_ix Q: Are asset tags used for something like lister panels?
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1:36:11exp_ix Q: Are asset tags used for something like lister panels?
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1:36:11exp_ix Q: Are asset tags used for something like lister panels?
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1:36:33darthwutface Q: The API you mentioned not existing earlier for bulk sending packets: why doesn't it exist? Is there some hardware limitation?
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1:36:33darthwutface Q: The API you mentioned not existing earlier for bulk sending packets: why doesn't it exist? Is there some hardware limitation?
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1:36:33darthwutface Q: The API you mentioned not existing earlier for bulk sending packets: why doesn't it exist? Is there some hardware limitation?
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1:40:22vironacorus Q: Thoughts on Unity / Unreal / Godot (their quality)? How would an engine made by you look like?
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1:40:22vironacorus Q: Thoughts on Unity / Unreal / Godot (their quality)? How would an engine made by you look like?
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1:40:22vironacorus Q: Thoughts on Unity / Unreal / Godot (their quality)? How would an engine made by you look like?
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1:42:49kniffel5 Ori and the Will of the Wisps is done in Unity. Doesn't that count for AAA-quality? Though they had to modify it a bit
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1:42:49kniffel5 Ori and the Will of the Wisps is done in Unity. Doesn't that count for AAA-quality? Though they had to modify it a bit
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1:42:49kniffel5 Ori and the Will of the Wisps is done in Unity. Doesn't that count for AAA-quality? Though they had to modify it a bit
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1:46:51hmartarg Q: Have you ever explained bit-fields and, if not, can you and is it still useful to use today? I just saw that in an old code base to do flags
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1:46:51hmartarg Q: Have you ever explained bit-fields and, if not, can you and is it still useful to use today? I just saw that in an old code base to do flags
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1:46:51hmartarg Q: Have you ever explained bit-fields and, if not, can you and is it still useful to use today? I just saw that in an old code base to do flags
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1:50:35miles_gloriosusHmartArghandmade_hero If it matters, bit-fields are nice to use in networking, because you can pack the booleans in 1 or 2 bytes instead of taking up a byte for each one
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1:50:35miles_gloriosusHmartArghandmade_hero If it matters, bit-fields are nice to use in networking, because you can pack the booleans in 1 or 2 bytes instead of taking up a byte for each one
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1:50:35miles_gloriosusHmartArghandmade_hero If it matters, bit-fields are nice to use in networking, because you can pack the booleans in 1 or 2 bytes instead of taking up a byte for each one
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1:51:04yrk_ Q: I didn't see you using any version control. Aren't you using any and are you not afraid of losing something valuable due to the mistake of deleting a bunch of code lines too quickly?4
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1:51:04yrk_ Q: I didn't see you using any version control. Aren't you using any and are you not afraid of losing something valuable due to the mistake of deleting a bunch of code lines too quickly?4
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1:51:04yrk_ Q: I didn't see you using any version control. Aren't you using any and are you not afraid of losing something valuable due to the mistake of deleting a bunch of code lines too quickly?4
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1:52:30Using compression, not bit-fields, to minimise transmission bandwidth for networking
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1:52:30Using compression, not bit-fields, to minimise transmission bandwidth for networking
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1:52:30Using compression, not bit-fields, to minimise transmission bandwidth for networking
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1:53:23centhusiast Q: Could you explain the downside of the JSON data format?
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1:53:23centhusiast Q: Could you explain the downside of the JSON data format?
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1:53:23centhusiast Q: Could you explain the downside of the JSON data format?
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1:55:40maquinahumana Q: Why do you use 32-bit bools – bool32 – rather than something smaller?
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1:55:40maquinahumana Q: Why do you use 32-bit bools – bool32 – rather than something smaller?
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1:55:40maquinahumana Q: Why do you use 32-bit bools – bool32 – rather than something smaller?
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1:56:49centhusiast Q: Have you heard about zstandard data compression developed by facebook?
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1:56:49centhusiast Q: Have you heard about zstandard data compression developed by facebook?
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1:56:49centhusiast Q: Have you heard about zstandard data compression developed by facebook?