Simplified Tile Occupancy Checking
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0:01Recap and set the stage for the day pushing around some entity code
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0:01Recap and set the stage for the day pushing around some entity code
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0:01Recap and set the stage for the day pushing around some entity code
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0:53Describe our spatial-primary–id-secondary lookup system
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0:53Describe our spatial-primary–id-secondary lookup system
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0:53Describe our spatial-primary–id-secondary lookup system
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3:16Reacquaint ourselves with the sketched entity (un)pack code
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3:16Reacquaint ourselves with the sketched entity (un)pack code
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3:16Reacquaint ourselves with the sketched entity (un)pack code
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4:52Determine to maintain spatial coherence
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4:52Determine to maintain spatial coherence
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4:52Determine to maintain spatial coherence
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5:36Reacquaint ourselves with the world_chunk_iterator
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5:36Reacquaint ourselves with the world_chunk_iterator
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5:36Reacquaint ourselves with the world_chunk_iterator
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6:32Fix typo in the world_chunk_iterator overload of IsValid()
6:32Fix typo in the world_chunk_iterator overload of IsValid()
6:32Fix typo in the world_chunk_iterator overload of IsValid()
7:09Describe EnsureValidChunk() as a double-to-single loop and reusable iterator
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7:09Describe EnsureValidChunk() as a double-to-single loop and reusable iterator
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7:09Describe EnsureValidChunk() as a double-to-single loop and reusable iterator
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8:55Consider the utility of EnsureValidChunk() skipping empty chunks
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8:55Consider the utility of EnsureValidChunk() skipping empty chunks
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8:55Consider the utility of EnsureValidChunk() skipping empty chunks
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11:11Reacquaint ourselves with GetWorldChunkInternal()
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11:11Reacquaint ourselves with GetWorldChunkInternal()
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11:11Reacquaint ourselves with GetWorldChunkInternal()
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11:48Update EnsureValidChunk() to pass Result->P as a v2s to GetWorldChunkInternal()
11:48Update EnsureValidChunk() to pass Result->P as a v2s to GetWorldChunkInternal()
11:48Update EnsureValidChunk() to pass Result->P as a v2s to GetWorldChunkInternal()
11:59Update IterateChunks() to unbundle the MinChunkP and MaxChunkP values to pass to RectMinMax(), and pass Result.P as a v2s to GetWorldChunkInternal()
11:59Update IterateChunks() to unbundle the MinChunkP and MaxChunkP values to pass to RectMinMax(), and pass Result.P as a v2s to GetWorldChunkInternal()
11:59Update IterateChunks() to unbundle the MinChunkP and MaxChunkP values to pass to RectMinMax(), and pass Result.P as a v2s to GetWorldChunkInternal()
13:31Consider removing BeginWorldChange(), only retaining the brain scan
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13:31Consider removing BeginWorldChange(), only retaining the brain scan
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13:31Consider removing BeginWorldChange(), only retaining the brain scan
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17:20Remove BeginWorldChange() and EndWorldChange()
17:20Remove BeginWorldChange() and EndWorldChange()
17:20Remove BeginWorldChange() and EndWorldChange()
17:42Implement TileIsOpen()
17:42Implement TileIsOpen()
17:42Implement TileIsOpen()
24:34Update TileIsOccupied() and TransactionalOccupy() for our new TileIsOpen()
24:34Update TileIsOccupied() and TransactionalOccupy() for our new TileIsOpen()
24:34Update TileIsOccupied() and TransactionalOccupy() for our new TileIsOpen()
25:20Reacquaint ourselves with OverlappingEntitiesExist() and GenerateApron()
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25:20Reacquaint ourselves with OverlappingEntitiesExist() and GenerateApron()
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25:20Reacquaint ourselves with OverlappingEntitiesExist() and GenerateApron()
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27:10Consider stateful querying of TileIsOpen()
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27:10Consider stateful querying of TileIsOpen()
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27:10Consider stateful querying of TileIsOpen()
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28:20Remove OverlappingEntitiesExist()
28:20Remove OverlappingEntitiesExist()
28:20Remove OverlappingEntitiesExist()
28:34Reacquaint ourselves with GetClosestEmptyTileTo() and FindAdjacentOpenTile()
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28:34Reacquaint ourselves with GetClosestEmptyTileTo() and FindAdjacentOpenTile()
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28:34Reacquaint ourselves with GetClosestEmptyTileTo() and FindAdjacentOpenTile()
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29:21Embark on stateful querying of TileIsOpen()
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29:21Embark on stateful querying of TileIsOpen()
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29:21Embark on stateful querying of TileIsOpen()
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30:29Add EntityFlag_SupportsOccupation
30:29Add EntityFlag_SupportsOccupation
30:29Add EntityFlag_SupportsOccupation
31:33Respecify TileIsOpen() as OrAllFlagsOnTile()
31:33Respecify TileIsOpen() as OrAllFlagsOnTile()
31:33Respecify TileIsOpen() as OrAllFlagsOnTile()
32:12Review the call site of TileIsOccupied() in ExecuteBrainSwitches()
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32:12Review the call site of TileIsOccupied() in ExecuteBrainSwitches()
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32:12Review the call site of TileIsOccupied() in ExecuteBrainSwitches()
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32:53Respecify TileIsOccupied() as TileCanBeOccupied()
32:53Respecify TileIsOccupied() as TileCanBeOccupied()
32:53Respecify TileIsOccupied() as TileCanBeOccupied()
34:07Update TransactionalOccupy() to call TileCanBeOccupied()
34:07Update TransactionalOccupy() to call TileCanBeOccupied()
34:07Update TransactionalOccupy() to call TileCanBeOccupied()
34:24Update ExecuteBrainSwitches() to call TileCanBeOccupied()
34:24Update ExecuteBrainSwitches() to call TileCanBeOccupied()
34:24Update ExecuteBrainSwitches() to call TileCanBeOccupied()
35:09Reacquaint ourselves with GetClosestEntityWithBrain()
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35:09Reacquaint ourselves with GetClosestEntityWithBrain()
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35:09Reacquaint ourselves with GetClosestEntityWithBrain()
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35:33Update GetClosestEntityWithBrain() to take a world and world_position
35:33Update GetClosestEntityWithBrain() to take a world and world_position
35:33Update GetClosestEntityWithBrain() to take a world and world_position
37:22aksndz molly_rocket I think TileCanBeOccupied() should read && instead of & in between
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37:22aksndz molly_rocket I think TileCanBeOccupied() should read && instead of & in between
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37:22aksndz molly_rocket I think TileCanBeOccupied() should read && instead of & in between
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37:38Fix TileCanBeOccupied() to use a boolean && rather than a bitwise &
37:38Fix TileCanBeOccupied() to use a boolean && rather than a bitwise &
37:38Fix TileCanBeOccupied() to use a boolean && rather than a bitwise &
38:38muffindrake Yo, the #embed gang sends their regards
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38:38muffindrake Yo, the #embed gang sends their regards
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38:38muffindrake Yo, the #embed gang sends their regards
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40:21Consider how to encode world positions for GetClosestEntityWithBrain()
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40:21Consider how to encode world positions for GetClosestEntityWithBrain()
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40:21Consider how to encode world positions for GetClosestEntityWithBrain()
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41:18Encoding world positions: 1) Integer TileIndex + Offset
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41:18Encoding world positions: 1) Integer TileIndex + Offset
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41:18Encoding world positions: 1) Integer TileIndex + Offset
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41:37Encoding world positions: 2) Tile-aligned chunk-relative offset
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41:37Encoding world positions: 2) Tile-aligned chunk-relative offset
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41:37Encoding world positions: 2) Tile-aligned chunk-relative offset
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42:02agus_dev Have you removed the math library and made the functions like sqrt? If not, do you have any plans on how to do that?
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42:02agus_dev Have you removed the math library and made the functions like sqrt? If not, do you have any plans on how to do that?
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42:02agus_dev Have you removed the math library and made the functions like sqrt? If not, do you have any plans on how to do that?
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43:50Wolfram|Alpha's Padé approximant of cos(x) order 10,101
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43:50Wolfram|Alpha's Padé approximant of cos(x) order 10,101
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43:50Wolfram|Alpha's Padé approximant of cos(x) order 10,101
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44:41Wolfram|Alpha's Chebyshev approximation formula2
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44:41Wolfram|Alpha's Chebyshev approximation formula2
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44:41Wolfram|Alpha's Chebyshev approximation formula2
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45:41Roughly describe a Sin() function
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45:41Roughly describe a Sin() function
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45:41Roughly describe a Sin() function
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47:33sagian2005 But those divides will bite you
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47:33sagian2005 But those divides will bite you
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47:33sagian2005 But those divides will bite you
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47:52Consider where GetClosestEntityWithBrain() will get the TestEntity->P from
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47:52Consider where GetClosestEntityWithBrain() will get the TestEntity->P from
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47:52Consider where GetClosestEntityWithBrain() will get the TestEntity->P from
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48:08sagian2005 The divides in the Padé are slow
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48:08sagian2005 The divides in the Padé are slow
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48:08sagian2005 The divides in the Padé are slow
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49:13DIVPS (XMM, M128),3 DIVPS (XMM, XMM)4 and RCPSS (XMM, XMM)5
49:13DIVPS (XMM, M128),3 DIVPS (XMM, XMM)4 and RCPSS (XMM, XMM)5
49:13DIVPS (XMM, M128),3 DIVPS (XMM, XMM)4 and RCPSS (XMM, XMM)5
52:22Speculatively introduce GetTileIndexOf() and GetWorldPositionOf()
52:22Speculatively introduce GetTileIndexOf() and GetWorldPositionOf()
52:22Speculatively introduce GetTileIndexOf() and GetWorldPositionOf()
54:39Determine to check the call sites of FindRandomOpenTile()
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54:39Determine to check the call sites of FindRandomOpenTile()
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54:39Determine to check the call sites of FindRandomOpenTile()
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55:38Move closest_entity from handmade_world.cpp to handmade_world.h
55:38Move closest_entity from handmade_world.cpp to handmade_world.h
55:38Move closest_entity from handmade_world.cpp to handmade_world.h
56:00Remove FindNextEntity(), IterateAllEntities() and the entity_iterator overload of Advance()
56:00Remove FindNextEntity(), IterateAllEntities() and the entity_iterator overload of Advance()
56:00Remove FindNextEntity(), IterateAllEntities() and the entity_iterator overload of Advance()
56:15Review the call site of GetClosestEmptyTileTo() in CheckForJoiningPlayers()
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56:15Review the call site of GetClosestEmptyTileTo() in CheckForJoiningPlayers()
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56:15Review the call site of GetClosestEmptyTileTo() in CheckForJoiningPlayers()
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57:37Update AddPlayer() to take a world and not a game_mode_world, and return an entity_id, and relieve CheckForJoiningPlayers() of taking a sim_region
57:37Update AddPlayer() to take a world and not a game_mode_world, and return an entity_id, and relieve CheckForJoiningPlayers() of taking a sim_region
57:37Update AddPlayer() to take a world and not a game_mode_world, and return an entity_id, and relieve CheckForJoiningPlayers() of taking a sim_region
59:42Consider the placement by AddPlayer() of pieces in the world to be fine
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59:42Consider the placement by AddPlayer() of pieces in the world to be fine
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59:42Consider the placement by AddPlayer() of pieces in the world to be fine
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1:00:15Introduce tile_result, and update GetClosestEmptyTileTo(), FindRandomOpenTile() and FindAdjacentOpenTile() to take a world
1:00:15Introduce tile_result, and update GetClosestEmptyTileTo(), FindRandomOpenTile() and FindAdjacentOpenTile() to take a world
1:00:15Introduce tile_result, and update GetClosestEmptyTileTo(), FindRandomOpenTile() and FindAdjacentOpenTile() to take a world
1:01:11Update FindAdjacentOpenTile() to work with v2s rather than gen_v3 and edit_tile
1:01:11Update FindAdjacentOpenTile() to work with v2s rather than gen_v3 and edit_tile
1:01:11Update FindAdjacentOpenTile() to work with v2s rather than gen_v3 and edit_tile
1:02:54Consider the meaning of FindAdjacentOpenTile() from its call sites
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1:02:54Consider the meaning of FindAdjacentOpenTile() from its call sites
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1:02:54Consider the meaning of FindAdjacentOpenTile() from its call sites
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1:04:08Make FindAdjacentOpenTile() call TileCanBeOccupied() rather than TraversableIsOpen()
1:04:08Make FindAdjacentOpenTile() call TileCanBeOccupied() rather than TraversableIsOpen()
1:04:08Make FindAdjacentOpenTile() call TileCanBeOccupied() rather than TraversableIsOpen()
1:04:25Reacquaint ourselves with GetDirection()
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1:04:25Reacquaint ourselves with GetDirection()
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1:04:25Reacquaint ourselves with GetDirection()
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1:05:08Move GetDirection() from handmade_math.h to handmade_box.cpp
1:05:08Move GetDirection() from handmade_math.h to handmade_box.cpp
1:05:08Move GetDirection() from handmade_math.h to handmade_box.cpp
1:05:53Make FindAdjacentOpenTile() set the Result
1:05:53Make FindAdjacentOpenTile() set the Result
1:05:53Make FindAdjacentOpenTile() set the Result
1:06:14Consider the meaning of FindRandomOpenTile() from its call sites
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1:06:14Consider the meaning of FindRandomOpenTile() from its call sites
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1:06:14Consider the meaning of FindRandomOpenTile() from its call sites
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1:08:12#if 0 FindRandomOpenTile() for now
1:08:12#if 0 FindRandomOpenTile() for now
1:08:12#if 0 FindRandomOpenTile() for now
1:08:27Determine to write the entity iterator
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1:08:27Determine to write the entity iterator
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1:08:27Determine to write the entity iterator
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1:08:39Check the absolute time
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1:08:39Check the absolute time
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1:08:39Check the absolute time
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1:09:06Wind it down with the determination to do brains next time
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1:09:06Wind it down with the determination to do brains next time
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1:09:06Wind it down with the determination to do brains next time
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You have arrived at the (current) end of Handmade Hero