[video output=day222 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Laying Out Cutscenes" vod_platform=youtube id=UHQSoeR6c_Y annotator=Miblo]
[0:32][Recap yesterday's work on the cutscene]
[1:28][handmade_cutscene.cpp: Introduce struct layered_scene to hold all of the cutscene data]
[3:15][handmade_cutscene.cpp: Introduce RenderLayeredScene]
[4:25][handmade_cutscene.cpp: Define the layered_scene]
[6:07][On solving the problem and then generalising from that, i.e. compression oriented programming]
[7:05][handmade_cutscene.cpp: Clean up a few things]
[7:58][handmade_cutscene.cpp: Introduce scene_layer and scene_layer_flags]
[11:32][Run the game and see our scene]
[11:58][handmade_cutscene.h: Move in our structs from handmade_cutscene.cpp]
[12:34][handmade_cutscene.cpp: Setup to compose further shots]
[14:08][handmade_cutscene.cpp: Encode the Z-movement in CameraStart and CameraEnd]
[16:03][handmade_cutscene.cpp: Compose Shot 2]
[21:24][Missing snowflakes...][quote 332]
[22:30][handmade_cutscene.cpp: Compose Shot 3]
[25:45][handmade_cutscene.h: Add CounterCameraX and CounterCameraY to scene_layer_flags]
[27:17][Compile and see that everything should change, apparently]
[27:55][handmade_cutscene.cpp: Do the Z-case]
[28:14][handmade_cutscene.cpp: Continue composing Shot 3]
[44:09][handmade_cutscene.cpp: Compose Shot 4]
[47:19][Missing children][quote 333]
[49:11][On misplacing children][quote 334]
[50:52][handmade_cutscene.h: Add MinTime and MaxTime to scene_layer and Transient to scene_layer_flags]
[51:44][handmade_cutscene.cpp: Set Transient layers]
[53:37][Watch the animated version]
[54:11][handmade_cutscene.cpp: Compose Shot 5]
[55:11][The money shot][quote 335]
[58:01]["That is video games"][quote 336]
[58:43][handmade_cutscene.cpp: Compose Shot 6]
[59:33][When Krampus comes into the picture][quote 337]
[1:05:21][Q&A][:speech]
[1:05:52][@Fyoucon][Why not pass how long each cutscene is instead of it being the same for all cutscenes?]
[1:06:26][@graeme7][For the weird camera movement scene what do you think about interpolating against a curve instead of linearly?]
[1:07:08][@ttbjm][Yangtian's art is awesome!]
[1:07:40][@Fyoucon][Please do more][quote 338]
[1:08:06][handmade_cutscene.cpp: Compose Shot 7]
[1:10:56][handmade_cutscene.cpp: Compose Shot 8]
[1:16:01][handmade_cutscene.h: Add v2 Param to scene_layer]
[1:17:31][handmade_cutscene.cpp: Continue composing Shot 8]
[1:20:24][handmade_cutscene.cpp: Compose Shot 9]
[1:25:04][@kknewkles][Do you enjoy the screaming of the linker lamenting and writhing in Sisyphean agony that he can't write to the .exe?]
[1:25:21][@Ikkir_Isth][Do you have someone lined up for voice acting?]
[1:25:51][@ttbjm][The first scene with a glove it was a left hand glove and the next it's a right hand glove]
[1:27:15][@insofaras][The door was open in the first scene but closed before Krampus enters]
[1:27:45][@blah238][Way back on Shot 2 I noticed a gap at the top of the window. Is that still there?]
[1:28:37][@cubercaleb][Can I adopt one of the children?]
[1:28:53][@Ikkir_Isth][Try the community for voice acting? Quite a few of us would be willing / have good mics]
[1:29:12][@ttbjm][Will this game have support for left handed people?]
[1:29:37][@erdomina][Could you explain the fading for animation]
[1:29:45][@kknewkles][Sorry to put you on the spot, but we didn't have anything special on 200th day. Anything planned for 256th?]
[1:29:55][@OsmanTheBlack][What's the best way to get my repo blessed on GitHub? I know it's kinda random, but the current blessed Rust repo hasn't been updated in 3 months]
[1:30:11][@bkboggy][You should add a little bit of snow on that one, to add depth]
[1:31:05][@insofaras][We still need our own trig functions so we can stop sin()'ing by using the C standard library]
[1:32:18][@erdomina][You mentioned earlier that we could make the animation sequence smoother by fading. For example when Santa put a hat on the hero. I was wondering what that would look like]
[1:32:41][@blah238][I noticed the cutscene bitmaps don't scale with the window size. Why is that?]
[1:33:08][win32_handmade.cpp: Temporarily switch to using a smaller backbuffer]
[1:34:28][@Mr4thDimention][Floor and Ceil are difficult?]
[1:35:39][@actbinary][Why do we want to redo sin()?]
[1:37:17][Call it a night][:speech]
[/video]
