[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Stubbing Out the World Generator" vod_platform=youtube id=-TBSy54d3ZE annotator=Miblo]
[0:06][Recap and set the stage for the day][:speech]
[43:03][:Run the game to see all our room :"debug visualisation" lines, considering switching to infinite far clip-plane][:"procedural generation" :"graph topology"]
[1:16:07][Introduce CreateWorld() to call CreateOrphanage() and the currently fictitious Layout(), GenerateWorld() and EndWorldgen(), and gen_orphanage that specifies room connections][:"procedural generation" :"graph topology"]
[1:22:31][Implement our world generation types and functions, with an eye on later differentiating between the world's specification and its generation from that spec][:"procedural generation" :"graph topology"]
[1:28:25][Check out our current :memory arena allocation code][:research]
[1:30:41][Consider the sheer amount of memory available these days][:memory :speech]
[1:33:00][Stub out GenSpec(), GenRoom(), Connect(), BeginWorldGen() and EndWorldgen() with :memory management and return values, fixing Clear() to correctly skip the last remaining block[ref
[1:43:14][@sonoftheright][Q: Any thoughts on Mike Acton joining the Unity dev team?]
[1:46:15][@unknown_20][Q: Is the parenthesis around the returned value used for debugging or just a habit?]
[1:48:08][@kiitos420][Q: Is it a good idea to use events?]
[1:49:22][@frostyninja][Q: Are we going to see the new :art assets soon now? Today was exciting. I can’t wait for worldgen. Should be interesting][:"procedural generation"]
[1:49:33][@vtlmks][Q: Off-topic if you run out of other questions. In C, is there a way to make something similar to function overloading?][:language]
[1:50:15][@unknown_20][@handmade_hero I read somewhere you can #define return and log all your returns that happen]
[1:50:29][@suburbanfilth][Q: What do you think of Golang?][:language]
[1:50:46][@vaualbus][Q: Just as side note on that Nvidia fiasco you had. I found out that in my case I can get Nsight graphics to crash in the same way if I use raw input to get PS4 controller data. As soon as I remove the call that registers raw controllers, Nsight work. Any idea on why that could happen? Maybe Nsight is using something to intercept user input?]
[1:52:06][@x13pixels][Q: I know you did a video on interpolation. Do you know of any good resources for cubic B-splines?]
[1:56:00][Bezier curves, and B-spline orders][:blackboard :mathematics]
[2:00:41][Daisy-chaining Bezier curves to produce more complex curves][:blackboard :mathematics]
[2:04:03][Orders of discontinuity][:blackboard :mathematics]
[2:08:41][@longboolean][Q: So if I am on the same page, if we wanted to make sure that two rooms never touch each other we would still use Connect() plus passing a flag of some kind. Or would you do something else?][:"procedural generation" :"graph topology"]