[video output=day134 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Mapping Assets to Bitmaps" vod_platform=youtube id=AdscwVnyaQw annotator=Miblo annotator=ChronalDragon]
[0:30][Recap]
[1:50][Review of PickBest]
[5:54][Looking at how tags might be set up]
[8:50][Structuring assets more generally]
[18:43][Creation of handmade_asset.h]
[23:04][Creation of handmade_asset.cpp, writing AllocateGameAssets]
[25:38][Cleaning up compile errors]
[26:53][Splitting LoadAsset]
[30:28][Resuming compile error cleanup]
[30:55][Moving DEBUGLoadBMP to the asset system]
[34:55][Converting between assets and bitmaps]
[37:20][Setting up stopgap bitmap loading]
[39:46][Nuking thread_context and moving out ReadEntireFile ptrs]
[45:15][Fixing the bugs that got through compile]
[46:02][Loading bitmaps using type info]
[54:20][Debugging missing trees][quote 116]
[55:05][There's a Count and a range][quote 117]
[1:00:11][Q&A][:speech]
[1:00:46][@abnercoimbre][You won't be using any formal database for the game, correct? Why?]
[1:04:29][@vagrantaisystem][Is there any way I can download these episodes to watch on the go?]
[1:05:48][@kruzaa][Why code is C as opposed to Java?]
[1:06:13][@gasto5][ssets include compressed sprite sheets, audio, video and bone rigs?]
[1:07:23][handmade.h: Make it incumbent upon the game to set IsInitialized]
[1:11:49][@gasto5][How on earth do you procedurally generate character movement?[ref
    site="Wolfire Games Blog"
    page="GDC 2014 Procedural Animation Video"
    url="http://blog.wolfire.com/2014/05/GDC-2014-Procedural-Animation-Video"]]
[1:13:23][@ttbjm][Can you run cloc.exe again?]
[1:14:19][@kruzaa][Have you ever used Unity3D? If so, would you recommend it?]
[1:14:24][@captainkraft][What advice do you have for relatively new programmers who are trying to ditch the OOP mindset and move onto things like Data Oriented Design and Compression Oriented Design?]
[1:22:36][Wrap things up][:speech]
[/video]
