cinera_handmade.network/cmuratori/hero/code/code066.hmml

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[video output=day066 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Adding Support for Non-spatial Entities" vod_platform=youtube id=vXPAE5UfcbA annotator=schme annotator=jpike]
[2:06][Where we left off with simulation regions]
[2:52][Overview of limitation of simulation region - entities currently must have position]
[4:40][Adding sim_entity_flags]
[8:35][Updating code for moving collides member variable into a flag]
[14:09][Making the sword non-spatial]
[16:51][Handling non-spatial entities in MoveEntity]
[18:59][Handling non-spatial entities in BeginSim]
[19:59][Handling non-spatial entities in EndSim]
[21:09][Handling non-spatial entities in AddEntity/LoadEntityReference/GetSimSpaceP]
[25:21][Handling non-spatial entity in UpdateSword]
[29:02][Improving ChangeEntityLocation]
[35:05][Debugging GetWorldChunk assertion - problems with storing invalid positions and non-spatial flag]
[39:31][Fixing camera following logic]
[40:54][Fixing dZ of player]
[43:03][Fixing initial camera position]
[44:33][Restoring sword functionality]
[46:39][Why is the sword's shadow so dark? - Multiple swords]
[50:21][Guarding against having multiple entities in sim_region with same storage index]
[57:23][Preventing sword being reset when holding down key]
[58:42][Q&A][:speech]
[1:00:06][Does the current collision code support walls that are not 90 degrees? Say if the wall is at 45 degrees, would the collision code still work?]
[1:03:28][Why not set a boolean value 'to be removed'? It seems like setting the position to an arbitrary position isn't as explicit as setting a flag to say that the entity should be removed on the next update frame.]
[1:05:03][The rearranging of code did \[introduce\] some errors into the code. Is this normal for daily coding?]
[1:08:17][Do we expect most entities to be colliding? If so, does it make sense to have the flag be 'non-colliding' instead?]
[1:09:03][Then why set null position?]
[1:09:32][Would using a tagged union for entity references fix issues we're having with LoadEntityReference?]
[1:10:01][Do you have the whole big picture game architecture in your head at every point, or do you have to check what you did from time to time?]
[/video]