Drawing Debug Diagrams
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0:00Recap and set the stage for the day
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0:00Recap and set the stage for the day
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0:00Recap and set the stage for the day
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1:28Conditionally define HANDMADE_DIAGRAMS to HANDMADE_INTERNAL
1:28Conditionally define HANDMADE_DIAGRAMS to HANDMADE_INTERNAL
1:28Conditionally define HANDMADE_DIAGRAMS to HANDMADE_INTERNAL
2:01Prepare to draw our diagrams
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2:01Prepare to draw our diagrams
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2:01Prepare to draw our diagrams
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3:21Demo the debug overlays and plan our diagram drawing and filtering
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3:21Demo the debug overlays and plan our diagram drawing and filtering
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3:21Demo the debug overlays and plan our diagram drawing and filtering
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9:31Determine to move the entity debug visualisation into the diagramming system
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9:31Determine to move the entity debug visualisation into the diagramming system
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9:31Determine to move the entity debug visualisation into the diagramming system
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11:18Change MoveEntity(), RefineVoxelPlacement() and UpdateBest() to use our diagramming system, introducing a version of DIAGRAM_Color() that takes R, G and B separately
11:18Change MoveEntity(), RefineVoxelPlacement() and UpdateBest() to use our diagramming system, introducing a version of DIAGRAM_Color() that takes R, G and B separately
11:18Change MoveEntity(), RefineVoxelPlacement() and UpdateBest() to use our diagramming system, introducing a version of DIAGRAM_Color() that takes R, G and B separately
17:41Our old debug visualisation is gone
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17:41Our old debug visualisation is gone
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17:41Our old debug visualisation is gone
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18:12Force AddPlayer() to let the glove pass our diagramming filter
18:12Force AddPlayer() to let the glove pass our diagramming filter
18:12Force AddPlayer() to let the glove pass our diagramming filter
19:41Hit an assertion on DEBUG_RECORD_ALLOCATION() via a DIAGRAM_Text() call in ShapesCollide()
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19:41Hit an assertion on DEBUG_RECORD_ALLOCATION() via a DIAGRAM_Text() call in ShapesCollide()
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19:41Hit an assertion on DEBUG_RECORD_ALLOCATION() via a DIAGRAM_Text() call in ShapesCollide()
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20:59Investigate our DEBUG_RECORD_ALLOCATION() assertion hit
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20:59Investigate our DEBUG_RECORD_ALLOCATION() assertion hit
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20:59Investigate our DEBUG_RECORD_ALLOCATION() assertion hit
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22:02Try disabling the diagramming in ShapesCollide()
22:02Try disabling the diagramming in ShapesCollide()
22:02Try disabling the diagramming in ShapesCollide()
22:27No longer hit that DEBUG_RECORD_ALLOCATION() assertion
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22:27No longer hit that DEBUG_RECORD_ALLOCATION() assertion
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22:27No longer hit that DEBUG_RECORD_ALLOCATION() assertion
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23:04Add an assertion in RenderDiagrams()
23:04Add an assertion in RenderDiagrams()
23:04Add an assertion in RenderDiagrams()
23:58Never hit that assertion in RenderDiagrams()
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23:58Never hit that assertion in RenderDiagrams()
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23:58Never hit that assertion in RenderDiagrams()
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24:06Make UpdateAndRenderWorld() call RenderDiagrams()
24:06Make UpdateAndRenderWorld() call RenderDiagrams()
24:06Make UpdateAndRenderWorld() call RenderDiagrams()
25:04Implement RenderDiagrams()
25:04Implement RenderDiagrams()
25:04Implement RenderDiagrams()
30:19Consider not buffering the diagrams
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30:19Consider not buffering the diagrams
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30:19Consider not buffering the diagrams
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32:31Continue to implement RenderDiagrams()
32:31Continue to implement RenderDiagrams()
32:31Continue to implement RenderDiagrams()
33:52Our glove's collision diagrams are not drawn
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33:52Our glove's collision diagrams are not drawn
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33:52Our glove's collision diagrams are not drawn
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34:05Quickly sanity check the diagramming code
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34:05Quickly sanity check the diagramming code
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34:05Quickly sanity check the diagramming code
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34:32Make RenderDiagrams() reset the Current diagram_attributes upon finishing the Diagram_Box case
34:32Make RenderDiagrams() reset the Current diagram_attributes upon finishing the Diagram_Box case
34:32Make RenderDiagrams() reset the Current diagram_attributes upon finishing the Diagram_Box case
35:06Step through RenderDiagrams()
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35:06Step through RenderDiagrams()
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35:06Step through RenderDiagrams()
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38:01Our glove's collision diagrams are drawn after all, in -Od
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38:01Our glove's collision diagrams are drawn after all, in -Od
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38:01Our glove's collision diagrams are drawn after all, in -Od
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38:46Our glove's collision diagrams are also drawn in -O2
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38:46Our glove's collision diagrams are also drawn in -O2
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38:46Our glove's collision diagrams are also drawn in -O2
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39:04Decrease Sticky.Thick from 0.1f to 0.01f in RenderDiagrams()
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39:04Decrease Sticky.Thick from 0.1f to 0.01f in RenderDiagrams()
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39:04Decrease Sticky.Thick from 0.1f to 0.01f in RenderDiagrams()
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39:22Our diagramming system is in action
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39:22Our diagramming system is in action
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39:22Our diagramming system is in action
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40:19Implement the Diagram_Line case in RenderDiagrams()
40:19Implement the Diagram_Line case in RenderDiagrams()
40:19Implement the Diagram_Line case in RenderDiagrams()
42:14Change the v3 Color in diagram_attributes to be a v4, augmenting diagram_entry with separate Color and Thick values
42:14Change the v3 Color in diagram_attributes to be a v4, augmenting diagram_entry with separate Color and Thick values
42:14Change the v3 Color in diagram_attributes to be a v4, augmenting diagram_entry with separate Color and Thick values
43:46Implement the Diagram_Point case in RenderDiagrams()
43:46Implement the Diagram_Point case in RenderDiagrams()
43:46Implement the Diagram_Point case in RenderDiagrams()
45:15Reacquaint ourselves with our text rendering
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45:15Reacquaint ourselves with our text rendering
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45:15Reacquaint ourselves with our text rendering
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50:30Fix RenderDiagrams() to pass RenderGroup->WhiteTexture to PushCube()
50:30Fix RenderDiagrams() to pass RenderGroup->WhiteTexture to PushCube()
50:30Fix RenderDiagrams() to pass RenderGroup->WhiteTexture to PushCube()
51:16Enable diagramming in ShapesCollide() when its Result is true
51:16Enable diagramming in ShapesCollide() when its Result is true
51:16Enable diagramming in ShapesCollide() when its Result is true
52:24Try out our collision-based diagramming
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52:24Try out our collision-based diagramming
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52:24Try out our collision-based diagramming
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53:02Consider putting filtering into the system
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53:02Consider putting filtering into the system
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53:02Consider putting filtering into the system
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54:10Diagramming in The Witness: Capturing diagrams over multiple frames
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54:10Diagramming in The Witness: Capturing diagrams over multiple frames
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54:10Diagramming in The Witness: Capturing diagrams over multiple frames
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56:57Interpret our collision-based diagramming
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56:57Interpret our collision-based diagramming
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56:57Interpret our collision-based diagramming
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59:39Determine to add a "Capture" button to remember diagrams, which we may then "Step" through
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59:39Determine to add a "Capture" button to remember diagrams, which we may then "Step" through
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59:39Determine to add a "Capture" button to remember diagrams, which we may then "Step" through
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1:00:57Augment diagram_group with a Captured boolean, introducing DIAGRAM_Capture()
1:00:57Augment diagram_group with a Captured boolean, introducing DIAGRAM_Capture()
1:00:57Augment diagram_group with a Captured boolean, introducing DIAGRAM_Capture()
1:03:56Add a "Capture" / "Resume" button in CollisionEditor(), introducing DIAGRAM_IsCaptured()
1:03:56Add a "Capture" / "Resume" button in CollisionEditor(), introducing DIAGRAM_IsCaptured()
1:03:56Add a "Capture" / "Resume" button in CollisionEditor(), introducing DIAGRAM_IsCaptured()
1:07:10Try out our "Capture" button
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1:07:10Try out our "Capture" button
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1:07:10Try out our "Capture" button
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1:08:32Remove SingleStep and StepLatch from game_mode_world
1:08:32Remove SingleStep and StepLatch from game_mode_world
1:08:32Remove SingleStep and StepLatch from game_mode_world
1:09:26Molly: Meow
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1:09:26Molly: Meow
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1:09:26Molly: Meow
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1:11:49Reinstate SingleStep and StepLatch in game_mode_world
1:11:49Reinstate SingleStep and StepLatch in game_mode_world
1:11:49Reinstate SingleStep and StepLatch in game_mode_world
1:12:17Try "Single Stepping"
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1:12:17Try "Single Stepping"
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1:12:17Try "Single Stepping"
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