[video output=day107 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Fading Z Layers" vod_platform=youtube id=CmXCiK8dK9c annotator=Miblo annotator=dspecht]
[3:25][Recap where we left things off]
[4:40][Explain the necessity for Z-slices]
[7:33][Take a look at how our SimRegion stuff handles unpacking entities]
[9:07][Take out the ZOffset and reenable DrawRectangle]
[10:42][Turn off the camera snapping]
[12:29][Explain the concept of fixed Z-slices]
[14:40][Move GlobalAlpha]
[16:32][On separating update and render for entities]
[17:51][Set the GlobalAlpha based on the GroundP]
[20:13][Introduce CameraP]
[23:31][Set the GlobalAlpha from CameraRelativeGroundP]
[24:43][Take a look at the fade in-game]
[25:20][Makes this a little more formal]
[26:22][Blackboard: Specifying the visibility of levels]
[29:04][Introduce Fade location markers]
[32:14][Introduce Clamp01MapToRange]
[34:54][Check it out in-game and correct the fade direction]
[38:05][Allow us to go up another level]
[44:07][What has Casey done?][quote 75]
[44:59][That's a bug][quote 76]
[45:10][Investigate what's going on]
[48:06][Set the MaxEntityRadius for Z to 0.0f]
[49:31][Set the SimBoundsExpansion for Z to 0.0f and then to GameState->TypicalFloorHeight]
[51:41][See what that gets us]
[52:51][Fix Clamp01MapToRange]
[53:15][Check out the fade and get the FadeBottom working]
[56:21][Check it all out and stagger the stairwell location]
[57:22][Walk down the levels and note some issues to work on]
[59:49][Q&A][:speech]
[1:00:16][@ttbjm][Why were some of the trees upside down?]
[1:02:17][@cubercaleb][Are the head and body entities off to the side supposed to scale with the main character?]
[1:06:19][@blah238][What is Z-fighting and is it something that you have to worry about in a game like this?]
[1:06:51][Blackboard: Z-Fighting]
[1:19:35][Stream is over][:speech]
[/video]
