[5:19][handmade_world_mode.cpp, handmade_asset.cpp and handmade.cpp: Delete the ground chunks]
[7:44][Run the game and see exactly the same thing]
[8:29][Blackboard: Tile- or cell-based movement and combinatorics]
[15:52][handmade_sim_region.h and handmade_world_mode.cpp: Transform EntityType_Space into EntityType_Floor to respecify the world as being built up rather than carved out]
[24:04][Run the game and see that the floor tiles can be picked]
[24:27][handmade_world_mode.cpp: Draw the tiles]
[24:56][Run the game, see our new floor tiles and consider how to use them]
[26:38][handmade_world_mode.cpp: Conditionally set the Traversable flag based on the tile]
[27:43][Run the game and see the traversable flag in action]
[56:46][@chronaldragon][So how will this tile-based movement work? Will you still be able to move freely within a tile, or will the character actually "snap" to a tile?]
[57:06][@fyoucon][When will we sort out the coordinate system?]
[57:31][@friggodin][Is it possible to get access to the source code if I lost access to my old email account?]
[58:53][@Miblo][How about stairwells? Their traversal used to be seamless, as far as I remember. Now that the rooms are locked, how will stairwells work?]
[59:33][@theiburley][Any plans on changing to Visual Studio Code instead of the full IDE? I believe the full debugger is included]
[1:00:13][@longboolean][What are the benefits / trade-offs in having each tile be an entity?]
[1:02:44][@tobeypeters][Are you allocating your entities on the heap or stack? Heap, right? Could you even allocate enough stuff on the stack?]
[1:05:47][@btngames][Do you foresee complications with the new grid entity floor system and the texture splats given you want a variable height per Traversable entity?]
[1:06:25][@dudeinbasement1][Handle @Rbnelr confusion over atomics]
[1:06:53][@Rbnelr][So if modern CPUs usually reorder or merge writes, how do they use memory mapped registers? Can you even bit-bang a serial protocol with it?]
[1:09:30][@longboolean][What is the plan with rendering when the hero walks behind a piece of terrain that is on a higher level, and obscures the hero?]
[1:09:59][@jim0_o][Will this system fix the collision areas getting stuck in each other if stacked, e.g. two heroes loading at the same position?]