[video output=day084 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Scrolling Ground Buffer" vod_platform=youtube id=U5AAAaiMlYQ annotator=dspecht annotator=Miblo]
[1:36][Damage Assessment]
[2:37][We are trying to figure out how to finish off our world construction]
[4:23][Think about how to handle the ground]
[5:23][Look at how we're currently specifying the ground]
[6:49][Blackboard: Our system for defining the ground]
[10:36][Blackboard: A potential plan and guiding principals of engine architecture design]
[12:51][Blackboard: How to store the splat list]
[14:40][Blackboard: Figuring out the shape of the ground]
[17:24][Blackboard: Considering multiple Z-levels / depth]
[25:20][Blackboard: Empty space things will carve out regions like that]
[27:19][Blackboard: What are the splats for the region?]
[28:49][Try to make the ground plane scroll infinitely in all directions]
[29:39][Enlarge GroundBuffer, introducing MaximumZScale and GroundOverscan variables]
[35:25][Partition the GroundBuffer so that we can scroll it around]
[36:04][Blackboard: How the GroundBuffer is currently positioned]
[38:01][Locate GroundBufferP relative to CameraP]
[43:11][Plan to snap the GroundBuffer towards the camera's direction whenever it runs out of pixel coverage]
[43:33][Turn off the trees]
[44:48][Turn off Z doors]
[45:32][Turn on the trees]
[46:00][Make the ground constantly generate itself]
[47:08][Blackboard: Tiling considerations]
[48:38][Turn DrawTestGround into DrawGroundChunk]
[54:28][View the results in-game]
[55:08][Q&A][:speech]
[55:58][Q: Why don't we fill the entire game window instead of having all that black space?]
[58:29][Q: Are some of these issues with dealing with display on multiple levels stemming from the lack of a Z-coordinate for the camera to just do a lerp on?]
[1:01:03][Q: If no one's asking related questions, could you ballpark a time-frame when adding a font and text rendering system will become useful or necessary?]
[1:03:02][On learning C++]
[1:05:10][Q: You mentioned offloading ground drawing to a separate thread to prevent hitches. Is it possible to offload the drawing work over multiple frames, and would there be any benefits over either method?]
[1:06:30][Q: How much of a memory footprint is your game using already? Certainly it won't be large, but I'm more meaning how many different containers are there?]
[1:06:53][Q: Procedural generation of 2D graphics: is there some mainstream math for that?]
[1:07:38][Q: What is your programming experience as before Handmade Hero?]
[1:08:42][Q: How many different classes are you having to use already?]
[1:10:30][Q: Is there a simple way to explain pointers and references in C++?]
[1:16:30][Closing remarks][:speech]
[/video]
