cinera_handmade.network/cmuratori/hero/code/code509.hmml

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[video output=day509 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code medium=admin title="Creating Tags Files" vod_platform=youtube id=XSKhCJ9b8ZA annotator=Miblo]
2019-02-03 19:55:17 +00:00
[0:00][Briefly recap our ~4coder upgrade and set the stage for the day][:speech]
[1:07][Set up to try out [@x13pixels George Menhorn]'s ~RemedyBG debugger[ref
site=itch.io
page=RemedyBG
url=https://remedybg.itch.io/remedybg]][:speech]
[3:32][Admire the concision of ~RemedyBG's distribution]
[5:24][Create remedybg.bat, making it run ~RemedyBG in its own directory to keep imgui.ini files in one place]
[9:09][Take a first look at ~RemedyBG]
[12:04][~RemedyBG feedback: Need threads function / library name]
[14:15][~RemedyBG feedback: Breakpoints in release vs debug build]
[18:13][Praise ~RemedyBG's separate source and assembly windows]
[20:58][Organise our ~RemedyBG windows]
[22:52][~RemedyBG feedback: Watch window, out-of-scope variable resolution, keyboard-expandable compound types and editable names]
[29:53][~RemedyBG feedback: Call stack window, need for a more concise view]
[30:56][~RemedyBG feedback: Breakpoints window]
[32:44][~RemedyBG feedback: Watch window, casting]
[35:08][~RemedyBG feedback: Memory window, HexII and needing easier ways to set the address]
[39:00][Final optimistic thoughts on ~RemedyBG with thanks to [@x13pixels George][ref
site=RemedyBG
url=https://remedybg.handmade.network/][ref
site=itch.io
page=RemedyBG
url=https://remedybg.itch.io/remedybg]]
[43:39][Consult our open issues[ref
site=GitHub
page="HandmadeHero / cpp"
url=https://github.com/HandmadeHero/cpp/issues]]
[45:01][Update the README to discuss new downloads[ref
site=GitHub
page="HandmadeHero / cpp / Update README to discuss new downloads"
url=https://github.com/HandmadeHero/cpp/issues/81]]
2019-02-04 00:05:51 +00:00
[58:00][Consider our need to simplify and speed up the :lighting and finish our :"asset system"][:run]
2019-02-03 19:55:17 +00:00
[1:01:04][Separate the asset markup and source files][:"asset system"]
[1:07:14][Revert our asset source file names back to their originals, and make a markup file responsible for tagging][:"asset system"]
[1:11:55][Single vs multiple markup files][:"asset system" :speech]
[1:14:39][Create base_game.txt and intro_cutscene.txt and tag all our assets][:"asset system" :"file format"]
[1:44:47][Organise our base_game.txt and intro_cutscene.txt files into a tags directory for ease of distribution][:"asset system"]
[1:49:30][Consider our next steps in terms of maintaining the tags files][:"asset system" :speech]
2019-02-04 00:05:51 +00:00
[1:54:28][Introduce a default block in base_game.hht][:"asset system" :"file format"]
2019-02-03 19:55:17 +00:00
[1:56:13][Q&A][:speech]
[1:56:42][@s0imn][Q: When utilizing the entity scheme, you mentioned in the pre-stream the single inheritance scheme. How would you implement functionality to allow :modding of the games existing entities, and the code handling them (such as a physics overhaul mod which replaces the physics system in the game).][:"entity system"]
[2:00:34][@ivereadthesequel][Q: So what did WinDBG do better than VS' debugger? Have you thought about using it in the interim between now and when ~RemedyBG is ready?]
[2:03:01][@Miblo][Q: Getting a bit fancy here, but do you think it'd be handy to have "scoped defaults" in the .hht? So you could have multiple defaults in a file, each of which has its own scope full of assets][:"asset system" :"file format"]
[2:04:10][@fzes_95][Q: Did you know you can use the /d1reportTime flag for cl to see where the compiler spends its time?]
[2:07:48][Wrap it up][:speech]
[/video]