[video output=day051 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Separating Entities By Update Frequency" vod_platform=youtube id=RQUP4ql86k0 annotator=csnover annotator=schme annotator=debiatan annotator=theinternetftw]
[0:00][Intro]
[2:00][Recap]
[5:18][What we're doing and why]
[7:23][The state of the world coordinate system today]
[9:06][The vision of the new entity system]
[11:25][Ballparking entity limits]
[18:18][Scaling to large numbers of entities]
[20:45][Low- & high-frequency entities]
[21:53][Addressing other entities]
[25:10][The initial approach for addressing entities]
[29:50][Handling re-offsetting in local coordinate space when the camera moves]
[34:16][Interaction between low- & high-frequency entities]
[35:45][Updating code to add entities with different frequencies]
[40:40][Implementing the inefficient version]
[43:05][A note about split-screen camera]
[45:02][Updating GetEntity to support different entity frequencies]
[48:53][Updating InitializePlayer]
[52:05][Updating AddEntity]
[54:25][Getting the code compiling again]
[59:46][Q&A][:speech]
[1:00:15][How about hot/cold/frozen instead of high/low/dormant?]
[1:01:10][Chat reminds: wrap intrinsic rotations \[code change\]]
[1:05:28][Is it a good idea to update the low entities in a separate thread?]
[1:06:32][In a dynamically based language how would you handle refactoring without the compiler help?]
[1:08:11][I've noticed some game physics break when you increase the fps]
[1:10:23][You're just shifting, not rotating \[code change: shift-or rotate\]]
[1:18:52][Is there any gameplay reason why we want entities alive even off screen?]
[1:20:14][About shifting negative values \[code change\]]
[/video]
