Sketching Out Move Queues
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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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0:44The audio tears and previously floating entities no longer move
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0:44The audio tears and previously floating entities no longer move
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0:44The audio tears and previously floating entities no longer move
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2:06thesandvichmaker This poor tortured piano
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2:06thesandvichmaker This poor tortured piano
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2:06thesandvichmaker This poor tortured piano
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2:27Toggle off the OutputPlayingSounds() call in GameGetSoundSamples()
2:27Toggle off the OutputPlayingSounds() call in GameGetSoundSamples()
2:27Toggle off the OutputPlayingSounds() call in GameGetSoundSamples()
3:48The music has gone
3:48The music has gone
3:48The music has gone
3:56Use #if 0 TEMPORARY
3:56Use #if 0 TEMPORARY
3:56Use #if 0 TEMPORARY
5:17Hero hopping feels fine, just needing trailing-edge events
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5:17Hero hopping feels fine, just needing trailing-edge events
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5:17Hero hopping feels fine, just needing trailing-edge events
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6:38Determine to move the glove with the hero, and sweep out a prescribed pattern upon attack
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6:38Determine to move the glove with the hero, and sweep out a prescribed pattern upon attack
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6:38Determine to move the glove with the hero, and sweep out a prescribed pattern upon attack
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9:47Continue with the idea of a move queue
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9:47Continue with the idea of a move queue
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9:47Continue with the idea of a move queue
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10:51Augment move_queue_entry with Damage and Speed
10:51Augment move_queue_entry with Damage and Speed
10:51Augment move_queue_entry with Damage and Speed
13:10Determine to implement non-recallable glove attacks
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13:10Determine to implement non-recallable glove attacks
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13:10Determine to implement non-recallable glove attacks
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17:37Consider after-touch, and chaining attacks
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17:37Consider after-touch, and chaining attacks
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17:37Consider after-touch, and chaining attacks
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18:26Embark on attack patterns in ExecuteBrainHero(), changing Dest to Delta in move_queue_entry
18:26Embark on attack patterns in ExecuteBrainHero(), changing Dest to Delta in move_queue_entry
18:26Embark on attack patterns in ExecuteBrainHero(), changing Dest to Delta in move_queue_entry
20:20Thoughts on the game looking grid-based, but actually being arbitrary
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20:20Thoughts on the game looking grid-based, but actually being arbitrary
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20:20Thoughts on the game looking grid-based, but actually being arbitrary
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21:10Enable ExecuteBrainHero() to begin attacks in the correct direction
21:10Enable ExecuteBrainHero() to begin attacks in the correct direction
21:10Enable ExecuteBrainHero() to begin attacks in the correct direction
28:39Set up ExecuteBrainHero() to push attack patterns onto the move queue
28:39Set up ExecuteBrainHero() to push attack patterns onto the move queue
28:39Set up ExecuteBrainHero() to push attack patterns onto the move queue
29:54notepaduser enum is not in C
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29:54notepaduser enum is not in C
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29:54notepaduser enum is not in C
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31:34Enable ExecuteBrainHero() to push attack patterns onto the move queue (cont.)
31:34Enable ExecuteBrainHero() to push attack patterns onto the move queue (cont.)
31:34Enable ExecuteBrainHero() to push attack patterns onto the move queue (cont.)
32:40Consider chaining attacks together
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32:40Consider chaining attacks together
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32:40Consider chaining attacks together
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33:57Augment entity with a MoveGroupCount to limit the attack chain length created by ExecuteBrainHero()
33:57Augment entity with a MoveGroupCount to limit the attack chain length created by ExecuteBrainHero()
33:57Augment entity with a MoveGroupCount to limit the attack chain length created by ExecuteBrainHero()
36:28Consider what constitutes the glove having "returned to hero"
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36:28Consider what constitutes the glove having "returned to hero"
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36:28Consider what constitutes the glove having "returned to hero"
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38:19Consider item statistics
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38:19Consider item statistics
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38:19Consider item statistics
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41:35notepaduser Guys, if integers are more efficient than floats, should we make our int pointers point to decimal numbers?
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41:35notepaduser Guys, if integers are more efficient than floats, should we make our int pointers point to decimal numbers?
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41:35notepaduser Guys, if integers are more efficient than floats, should we make our int pointers point to decimal numbers?
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42:05Consider item statistics (cont.)
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42:05Consider item statistics (cont.)
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42:05Consider item statistics (cont.)
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43:26Introduce stats
43:26Introduce stats
43:26Introduce stats
44:53Consider how to articulate modifiable glove statistics
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44:53Consider how to articulate modifiable glove statistics
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44:53Consider how to articulate modifiable glove statistics
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48:04frizi09 The glove has six slots for colorful stones, and if you fill them all, you can snap your fingers and half of the world dissolves
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48:04frizi09 The glove has six slots for colorful stones, and if you fill them all, you can snap your fingers and half of the world dissolves
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48:04frizi09 The glove has six slots for colorful stones, and if you fill them all, you can snap your fingers and half of the world dissolves
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48:45Introduce move_square_type and stat_coeff for stats to use / contain
48:45Introduce move_square_type and stat_coeff for stats to use / contain
48:45Introduce move_square_type and stat_coeff for stats to use / contain
52:05Introduce move_pattern
52:05Introduce move_pattern
52:05Introduce move_pattern
53:09Consider status effects
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53:09Consider status effects
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53:09Consider status effects
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56:42Fill in move_pattern, introducing move_pattern_entry and move_queue_flag
56:42Fill in move_pattern, introducing move_pattern_entry and move_queue_flag
56:42Fill in move_pattern, introducing move_pattern_entry and move_queue_flag
1:00:26tk_dev handmade_hero Not to be disrespectful, but it seems you are not following your own advice right now. I would suggest you implement the moving in a corner and continue from there. Sorry
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1:00:26tk_dev handmade_hero Not to be disrespectful, but it seems you are not following your own advice right now. I would suggest you implement the moving in a corner and continue from there. Sorry
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1:00:26tk_dev handmade_hero Not to be disrespectful, but it seems you are not following your own advice right now. I would suggest you implement the moving in a corner and continue from there. Sorry
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1:00:34Reflect on our stats and move_pattern sketch
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1:00:34Reflect on our stats and move_pattern sketch
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1:00:34Reflect on our stats and move_pattern sketch
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1:01:48Add a MoveFlag_Ephemeral to move_queue_flag
1:01:48Add a MoveFlag_Ephemeral to move_queue_flag
1:01:48Add a MoveFlag_Ephemeral to move_queue_flag
1:02:30Reflect on our stats and move_pattern sketch (cont.)
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1:02:30Reflect on our stats and move_pattern sketch (cont.)
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1:02:30Reflect on our stats and move_pattern sketch (cont.)
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1:04:19Enable ExecuteBrainHero() to initialise attack patterns, augmenting move_pattern with an EntryCount
1:04:19Enable ExecuteBrainHero() to initialise attack patterns, augmenting move_pattern with an EntryCount
1:04:19Enable ExecuteBrainHero() to initialise attack patterns, augmenting move_pattern with an EntryCount
1:06:28rationalcoder tk_dev I had a similar thought, but you need some initial bullshit idea of structs and enums to start playing with usage code
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1:06:28rationalcoder tk_dev I had a similar thought, but you need some initial bullshit idea of structs and enums to start playing with usage code
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1:06:28rationalcoder tk_dev I had a similar thought, but you need some initial bullshit idea of structs and enums to start playing with usage code
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1:06:59sagian2005 I don't understand how the "pattern" is involved in the game play. Like, what is the function of a pattern?
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1:06:59sagian2005 I don't understand how the "pattern" is involved in the game play. Like, what is the function of a pattern?
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1:06:59sagian2005 I don't understand how the "pattern" is involved in the game play. Like, what is the function of a pattern?
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1:08:33pileopoop Like a chess move
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1:08:33pileopoop Like a chess move
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1:08:33pileopoop Like a chess move
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1:09:19Enable ExecuteBrainHero() to translate attack patterns from their canonical orientation, to the requested one
1:09:19Enable ExecuteBrainHero() to translate attack patterns from their canonical orientation, to the requested one
1:09:19Enable ExecuteBrainHero() to translate attack patterns from their canonical orientation, to the requested one
1:13:14Set up ExecuteBrainHero() to handle move queue overflow
1:13:14Set up ExecuteBrainHero() to handle move queue overflow
1:13:14Set up ExecuteBrainHero() to handle move queue overflow
1:14:02Explore 4coder's function prototype HUD
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1:14:02Explore 4coder's function prototype HUD
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1:14:02Explore 4coder's function prototype HUD
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1:15:59Set up ExecuteBrainHero() to handle move queue overflow (cont.)
1:15:59Set up ExecuteBrainHero() to handle move queue overflow (cont.)
1:15:59Set up ExecuteBrainHero() to handle move queue overflow (cont.)
1:17:29Set up ExecuteBrainHero() to limit move queue pushes to the MaxMoveGroupCount
1:17:29Set up ExecuteBrainHero() to limit move queue pushes to the MaxMoveGroupCount
1:17:29Set up ExecuteBrainHero() to limit move queue pushes to the MaxMoveGroupCount
1:18:35Consider how / when to evaluate entity stats
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1:18:35Consider how / when to evaluate entity stats
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1:18:35Consider how / when to evaluate entity stats
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1:19:53sagian2005 Should the "if" just be the assert?
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1:19:53sagian2005 Should the "if" just be the assert?
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1:19:53sagian2005 Should the "if" just be the assert?
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1:20:16Consider how / when to evaluate entity stats (cont.)
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1:20:16Consider how / when to evaluate entity stats (cont.)
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1:20:16Consider how / when to evaluate entity stats (cont.)
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1:23:15Reacquaint ourselves with the game update loop in Simulate()
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1:23:15Reacquaint ourselves with the game update loop in Simulate()
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1:23:15Reacquaint ourselves with the game update loop in Simulate()
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1:24:33Consider how / when to evaluate entity stats (cont.)
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1:24:33Consider how / when to evaluate entity stats (cont.)
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1:24:33Consider how / when to evaluate entity stats (cont.)
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1:27:20Consider entity stats evaluation to be harder than the move queue
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1:27:20Consider entity stats evaluation to be harder than the move queue
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1:27:20Consider entity stats evaluation to be harder than the move queue
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1:28:07Use swappable hats to guide our entity stats evaluation considerations
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1:28:07Use swappable hats to guide our entity stats evaluation considerations
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1:28:07Use swappable hats to guide our entity stats evaluation considerations
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1:34:00Consider evaluating entity stats when adding to hash
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1:34:00Consider evaluating entity stats when adding to hash
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1:34:00Consider evaluating entity stats when adding to hash
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1:35:29Try making AddEntityToHash() recompute stats
1:35:29Try making AddEntityToHash() recompute stats
1:35:29Try making AddEntityToHash() recompute stats
1:37:30Augment entity with BaseStats, ActiveStats and AccumStats
1:37:30Augment entity with BaseStats, ActiveStats and AccumStats
1:37:30Augment entity with BaseStats, ActiveStats and AccumStats
1:38:17thebaker__ Have you considered just dynamically calculating stats based off the current modifiers?
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1:38:17thebaker__ Have you considered just dynamically calculating stats based off the current modifiers?
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1:38:17thebaker__ Have you considered just dynamically calculating stats based off the current modifiers?
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1:40:35thebaker__ Well that way they just never get stale
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1:40:35thebaker__ Well that way they just never get stale
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1:40:35thebaker__ Well that way they just never get stale
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1:43:49Reacquaint ourselves with our ATan2() calls
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1:43:49Reacquaint ourselves with our ATan2() calls
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1:43:49Reacquaint ourselves with our ATan2() calls
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1:44:56Rename the entity struct's ActiveStats and AccumStats to Stats and StatsAccum
1:44:56Rename the entity struct's ActiveStats and AccumStats to Stats and StatsAccum
1:44:56Rename the entity struct's ActiveStats and AccumStats to Stats and StatsAccum
1:46:56Introduce AdvanceEntityStats() for AddEntityToHash() to call
1:46:56Introduce AdvanceEntityStats() for AddEntityToHash() to call
1:46:56Introduce AdvanceEntityStats() for AddEntityToHash() to call
1:48:04Augment stats with Speed, for ExecuteBrainHero() to use
1:48:04Augment stats with Speed, for ExecuteBrainHero() to use
1:48:04Augment stats with Speed, for ExecuteBrainHero() to use
1:49:25Finish making ExecuteBrainHero() push moves onto the queue
1:49:25Finish making ExecuteBrainHero() push moves onto the queue
1:49:25Finish making ExecuteBrainHero() push moves onto the queue
1:51:21Make ExecuteBrainHero() consider the glove to be with the body if it is closer than 0.5 units away
1:51:21Make ExecuteBrainHero() consider the glove to be with the body if it is closer than 0.5 units away
1:51:21Make ExecuteBrainHero() consider the glove to be with the body if it is closer than 0.5 units away
1:52:55TODO(casey): Set a return move when there's no moves in the queue?
1:52:55TODO(casey): Set a return move when there's no moves in the queue?
1:52:55TODO(casey): Set a return move when there's no moves in the queue?
1:53:30That's it for today
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1:53:30That's it for today
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1:53:30That's it for today
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