cinera_handmade.network/cmuratori/hero/code/code085.hmml

44 lines
2.3 KiB
Plaintext
Raw Normal View History

[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Transient Ground Buffers" vod_platform=youtube id=QhjuxnQyBwk annotator=Miblo annotator=dspecht]
[1:18][Recap of yesterday's repeating ground texture work]
[2:18][Blackboard: A smarter way to do things]
[5:19][Blackboard: Why don't we just make an array of tiles...?]
[6:40][Introduce TransientArena]
[8:38][Two memory areas: permanent storage and not-necessarily-permanent storage]
[9:40][Create that TransientArena]
[10:21][Allocate some space out of the TransientArena for the GroundBuffer]
[11:47][Make space for the array of empty bitmaps]
[12:33][Loop through them and allocate empty buffers]
[13:54][Provide the option to ClearToZero]
[15:16][Spec out GroundBufferHeight and GroundBufferWidth]
[16:51][Put GroundBuffer into a loop]
[17:51][How is the Bitmap aligned in the world?]
[18:57][Find where the GroundBuffer is relative to the Camera]
[20:50][Make sure that we're not drawing a GroundBuffer here if it isn't valid]
[21:56][Which of our GroundBuffers actually has been getting used?]
[23:03][Blackboard: Least Recently Used]
[27:11][Look at what's in the structure]
[28:50][Introduce GroundBitmapTemplate exemplar]
[31:21][Limitations of the automatic dll-loading]
[32:26][Debug GroundBuffers]
[33:35][Owl of Shame Moment: There should have been a TODO about making the TransientArena do something real]
[34:22][Blackboard: Memory partitioning schemes]
[38:56][Introduce some way for us to use the memory in the TransientArena effectively]
[40:33][Introduce transient_state]
[41:12][Blackboard: What's in our stack?]
[42:27][Transient initialization]
[46:47][Pass the TransientArena to SimRegion]
[47:12][Blackboard: Bungee back to the base line that was just after the GroundBuffer]
[47:49][Let the Arenas do pushes and pops]
[48:09][Insurance policy]
[48:35][Implement the bungee and additional security]
[53:13][Step through the code]
[54:54][FillGroundChunk]
[58:00][View the results in-game]
[59:11][Q&A]
[59:35][@@garlandobloom][Q: What is the most expired food you have ever eaten?]
[59:51][Q: Could you explain what pop and push are, and how they work?]
[1:01:29][Blackboard: Memory is a big line!]
[1:10:49][Q: How will the ground texture chunking handle adjacent rooms with different types of ground?]
[1:13:29][Closing remarks]
[/video]