cinera_handmade.network/cmuratori/hero/code/code087.hmml

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[video output=day087 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Seamless Ground Textures" vod_platform=youtube id=YAaqiKuSmsk annotator=Miblo annotator=dspecht annotator=ZedZull]
[1:48][Take a look at the state of things, but actually address a typo]
[2:46][Weird stuff can happen when you're using memory directly]
[7:31][Get back to what we were doing, i.e. making seamless ground tiles]
[9:27][Blackboard: How to get seamless tiles in]
[13:12][Loop over tiles in a 3 * 3 grid]
[15:25][Make sure that the Center accurately reflects that we're in a different Chunk area]
[16:51][Blackboard: Center considerations]
[17:12][Change the meaning of Center]
[19:10][View the results in-game and review the code]
[19:57][Correct the computation]
[20:32][See where we're at]
[21:19][Take another look at it and see]
[21:49][Owl of Shame is peeking at us right now because we forgot to use the new Center]
[22:31][We are now seamless across X, but not Y]
[22:58][Turn off the tufts and take a look at what we're doing differently with the Y]
[24:15][Consider the problem and try flipping the Y and X to see which one is done major]
[25:04][What is wrong with our Y-handling?]
[25:42][Our edges are probably lining up in the wrong order]
[26:05][Check and see if that's the case (in-game)]
[27:38][Tuft it back up]
[28:42][Give it a little bit of slop]
[29:25][Force us into a case where we run out of tiles right away]
[31:00][Fill in each EmptyBuffer by reusing old tiles]
[32:08][Keep the Chunk that's furthest from the camera]
[35:01][Introduce Real32Maximum]
[35:46][Find whatever Buffer would be best to replace]
[37:39][Compile and review the code]
[40:08][Let's see, it looks like 16 GroundBuffers is too few]
[41:54][Do the detail splats last]
[43:50][What should we do in 15 minutes?]
[44:49][Make the code-reloading tell us when the code is reloaded]
[47:23][Test the new and improved live code editing]
[48:27][Casey is a little concerned that we're drawing too much...]
[49:00][Shuffle the code]
[49:46][Count how many GroundBuffers fit on the screen]
[50:16][Assess our current situation]
[51:26][Q&A][:speech]
[52:04][@jazzy_josh][Are the randomly generated floor tiles being cached yet?]
[52:20][@freddukes][Do you think having things in place like static cast to put more checks, e.g. int to pointer, is useful over standard C-style cast which just ignores all type-checking? Wouldn't a static cast have found that bug at the start of the stream?]
[55:29][@QuickliGames][Do you think the clumpiness is actually due to splat distance from the centre of the chunks?]
[57:20][@cdawzrd][Do you know why the trees are wiggling around sometimes?]
[59:03][@cezonezor][What is causing the lag?]
[1:01:12][@maato_][Are there still places where the background colour shows through the ground tiles?]
[1:02:39][@cmbasckeira][Is this Chunk code already prepared for adding holes to the ground?]
[1:07:01][@insofaras][Could you make code that ensures a certain frame-rate but uses extra available time to generate the ground textures in the background, maybe generating a low-quality version first to avoid having no texture at all?]
[1:08:58][Recap, a glimpse into the future and closing remarks][:speech]
[/video]