44 lines
3.3 KiB
Plaintext
44 lines
3.3 KiB
Plaintext
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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Switching Between Metagame Modes" vod_platform=youtube id=a1j15jWJLoc annotator=insofaras]
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[0:07][Intro]
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[1:42][Plans for today]
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[2:40][Looking back at what was achieved yesterday]
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[3:24][Taking a detour to fix the zooming in a shot of the opening cut-scene]
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[7:19][Restating how the mode switching should work]
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[9:28][Final tweaks to the zooming]
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[11:16][Adding input handling to the cut-scene and title-screen game modes]
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[18:18][Adding a loop to the game mode dispatch, to allow updating/rendering to be re-ran immediately by the new mode, if a mode switch occurs]
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[20:22][Moving original input handling code into the world game mode]
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[21:15][Fixing resulting compile errors and header file include order]
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[24:28][Making the world game mode switch back to the cut-scene mode when no heroes exist]
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[26:18][Debugging the new code]
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[27:45][Thinking about how the new mode switching code might interact with multi-threading]
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[29:21][Changing how the world is initialized]
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[31:38][Debugging why the world doesn't appear to fit in the arena]
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[34:21][Fixing the world game mode immediately exiting back to the cut-scene]
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[37:23][Running the game. It can now enter the game mode but there are still a few bugs remaining]
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[38:17][Fixing inability to move by re-enabling code that was #if 0'd yesterday]
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[40:33][Fixing the lack of camera following by making sure the arena is zero-initialized]
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[44:18][Running the game again with the bugs fixed]
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[44:47][Commenting on the previously mentioned potential threading issues with the mode switching]
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[48:28][Implementing a basic version of the title-screen]
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[53:00][Testing the title-screen code]
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[53:44][Quickly debugging and fixing a cut-scene crash related to mode switching]
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[55:29][Game running with all 3 game modes working as intended]
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[56:40][Q&A]
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[56:57][@SoysauceTheKid][Could you leverage your debug code when trying to find the right values you want for the intro cutscene in realtime instead of recompiling?]
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[57:20][@garlandobloom][Add some credits and boom! We're done!]
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[57:37][@Danyguag][How do you terminate or end each thread at the end?]
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[57:55][@ThisisAtticus][What are your thoughts on twitch asking you to switch labels to creative?]
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[58:37][@Fyoucon][Will we be reimplementing the profiler?]
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[58:58][@Danyguag][The end of the executable]
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[59:59][@ijustwantfood][Could you re-explain why you couldn't move the hero after cutscenes for a while?]
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[1:00:16][@Novynn][If someone wants to run your game in fullscreen but at a different resolution than native, how would they change it? You've said before you don't like menus, so would you use a launcher instead or something for those options?]
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[1:03:15][@insofaras][Could you do some resolution detection at startup to avoid starting at a broken resolution?]
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[1:04:46][@m1el][You say "normal person" as if tech savvy people is something awful.]
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[1:07:04][Talking more about resolution / 4K]
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[1:08:44][@SteelGolem][Do you generally do cutscene code before gameplay code when you're working on a game?]
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[1:12:32][@elxenoaizd][Are we in a point where we're close to have to need to implement mixins?]
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[1:12:53][@pragmascrypt][Will c++17 modules solve the #include dependency problem?]
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[1:15:51][Wrap up, episode guide info]
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[/video]
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