[video output=day291 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Hopping Monstar and Occupying Trees" vod_platform=youtube id=wAqPNROQZas annotator=Miblo]
[1:48][Run the game and set the stage for the day]
[3:17][handmade_brain.cpp: Give ExecuteBrain the ability to move the Monstar]
[6:13][handmade_world_mode.cpp: Make AddMonstar take a traversable_reference]
[8:10][handmade_world_mode.cpp: Make AddStandardRoom call AddMonstar]
[12:44][Run the game and see that the Monstar doesn't appear to be initialised correctly]
[13:43][handmade_world.cpp: Make PackEntityReference leave the Index the same if there's no SimRegion and no GetHashFromID]
[14:52][Run the game and see that the Monstar is no properly occupying a square]
[14:58][handmade_brain.cpp: Enable the Monstar to move, run the game and watch it move]
[15:39][handmade_world_mode.h: Add random_series GameEntropy to game_mode_world]
[16:15][handmade_world_mode.cpp: Make PlayWorld initialise GameEntropy and use that GameEntropy to generate the rooms]
[16:55][handmade_brain.cpp: Make ExecuteBrain set the Monstar's Delta using the GameEntropy and take game_mode_world *WorldMode]
[21:40][Kick back and eat some cheesy poofs while watching the Monstar hop around randomly]
[23:42][handmade_world_mode.cpp: Introduce struct standard_room, and make AddStandardRoom return it and specify the StandingOn points]
[29:52][handmade_world_mode.cpp: Make AddWall take world_position P and traversable_reference StandingOn, and specify that the Tree occupies squares]
[30:47][Run the game and find that the Monstar cannot hop on the Trees, but that we can currently hop over them]
[32:11][handmade_world_mode.cpp: Make the Head collide with the Trees]
[33:55][handmade_brain.cpp: Stop ExecuteBrain checking for deletion and doing unnecessary controller code]
[37:51][handmade_brain.cpp: Investigate why the Head is sticking by adding a DEBUG_B32 for NoPush and a DEBUG_VALUE for ddP2, and setting the Head's UnitMaxAccelVector to false]
[42:09][Run the game and hit the Assert relating to MaxEntityVelocity]
[44:39][handmade_sim_region.cpp: Stop MoveEntity taking the move_spec]
[47:01][handmade_brain.cpp: Stop entity taking the move_spec]
[47:44][handmade_brain.cpp: Change how ExecuteBrain sets the Head's ddP]
[54:40][Run the game and find that we've fixed the bug]
[55:41][handmade_world_mode.cpp: Make AddStandardRoom call AddFamiliar and make AddFamiliar take world_position P and traversable_reference StandingOn]
[57:07][Run the game and see our Familiar occupying its square]
[57:32][handmade_entity.h: Remove Moveable from entity_flags]
[58:57][Q&A][:speech]
[59:50][@gasto5][Why are the textures not loading properly sometimes?]
[1:00:51][@mmassi][Why the decision to make the game grid-based?]
[1:01:00][@fr0styninja][There were sirens earlier. Is #manintree back at it again?]
[1:01:15][@skullkrack][Do you think even after getting a four-year degree in MIS it's worth it to learn a language such as C#?]
[1:01:44][@longboolean][I guess technically if the gameplay is centered around tiles and facing direction, you wouldn't necessarily need collision detection?]
[1:02:55][@tterrace][What are the ~18 threads that run with the game?]
[1:07:20][@cvaucher][What is going to replace the ground splat system? Just different tile types and seamless textures?]
[1:07:41][@bugogy][Why don't you program in a UNIX-based OS?]
[1:10:40][@imjustroids][Why wouldn't multithreading work all that well? Complications? Limitations?]
[1:11:08][@gasto5][How did you manage to make thinks work in Windows when you started your career, given that MSDN at least now is negligible or unreliable or both?]
[1:11:56][A few words on the giant splatter of garbage that is the Windows API][quote 489]
[1:13:35][@imjustroids][You said something about the multi-threading being funky?]
[1:14:08][@sirfindel][Do you have positive or negative thoughts when it comes to learning and using Python for building applications?]
[1:14:24][@metaled32bit][MSDN came on 2 CDs]
[1:15:04][@tickleforce][Which programming languages do you use regularly?]
[1:15:35][Thanks][:speech]
[/video]
