[1:23:29][Take a walk as Viva][:"asset system" :run]
[1:24:57][Note the incongruous scaling of the orphans in comparison with the walls][:"asset system" :run]
[1:26:01][Decrease the HeroSizeC to 1.25f in AddPlayer()][:"asset system"]
[1:26:13][Consider this better because we're not taller than the wall][:"asset system" :run]
[1:27:26][Check out Viva's :art in GIMP to find that it is wrong][:admin]
[1:29:01][Introduce ReadAssetString() to display annotations in our in-game editor][:"asset system" :ui]
[1:34:04][Check out our new "Info" tab in the asset editor][:"asset system" :run :ui]
[1:34:27][Enable AssetEditor() to print asset annotations in the "Info" tab][:"asset system" :ui]
[1:38:35][See a blank Name in our annotation printout][:"asset system" :run :ui]
[1:39:00][Introduce AnnotationLabel() for AssetEditor() to call and print out various annotations that we expect to be populated][:"asset system" :ui]
[1:43:39][Switch to the "Info" tab and hit our assertion in GetBitmapInfo()][:"asset system" :run :ui]
[1:45:36][Fix GetBitmapInfo() and GetSoundInfo() to handle assets with ID 0][:"asset system"]
[1:46:05][Check out the annotated errors in our Info tab][:"asset system" :run :ui]
[1:47:07][Investigate our apparent texture transfer bug][:hardware :rendering :research]
[1:49:33][Try making BeginTextureOp() fill our required TransferMemory with all white][:hardware :rendering]
[1:52:27][Try in vain to trigger our bug][:hardware :rendering :run]
[1:54:02][Q&A][:speech]
[1:54:56][Introduce AddOrphan() and PlaceOrphan()][:"entity system" :"procedural generation"]
[2:00:38][Visit the orphans in the orphanage][:run]
[2:01:49][@keebrdb][Q: So are you going to create a Level Editor as well?]
[2:02:09][Temporarily expand the :lighting bounds in UpdateAndRenderWorld()]
[2:03:29][Find that the :lighting now covers the screen][:run]
[2:03:49][@amirrajan][Q: Any thoughts of using dlopen et al to do some :"hot reloading" shenanigans to help with the "feedback" loop?]
[2:04:50][@centhusiast][Q: How does the back buffer work when you resize the window? Do you create a new back buffer matching the window size when the window is resized?][:"platform layer"]
[2:05:57][Contract the :lighting bounds a little in UpdateAndRenderWorld()]
[2:06:53][@philliptrudeau][Q: Quick question, what exactly is the difference between a temp arena and a frame arena? Does the temp arena get collected at a sub-frame interval?][:memory]
[2:09:50][@erdomina][Q: Is each character going to have an :animation sequence as NPCs, or are they all playable?][:"entity system"]
[2:11:19][@graemephi][Q: Petition to rename the baby Judas][:"asset system"]