[1:03:16][handmade_sim_region.cpp: Comment out the MaxEntityVelocity assertion in MoveEntity(), run the game and continue investigating]
[1:04:35][handmade_sim_region.cpp: Make GetSimSpaceTraversable() only operate if it has an Entity, run the game and see the cool]
[1:05:24][@snoringtortoise][Did you resolve the kerning / horizontal advance for kanji characters? I found when implementing it myself on OSX (at the font table level) that Arial doesn't actually have kanji in it. It seems Windows (and Mac - the higher level APIs like CoreText) load multiple font files for you if it detects that you are trying to load a codepoint that is outside the range of a particular font file]
[1:07:24][handmade_sim_region.cpp: Look through EndSim()]
[1:09:02][@cyberpunkhobo][Can you explain what the idea is behind using a zero-sized sim region bounds?]
[1:10:12][Run the game and note how everything is gravitating towards that lower-left area]
[1:11:48][handmade_world_mode.cpp: Make EndEntity() correctly compute the Entity->P]
[1:14:01][Run the game and see that we're a little better]
[1:17:18][Consider why other entities are able to traverse the trees, while we aren't]
[1:19:08][@invinciblechaz][I've just started watching this stream. How often have you needed to refactor major parts of your code?]
[1:27:35][@thenoble1][Is the ms counter in the corner the render time for the frame?]
[1:30:18][build.bat: Switch to -O2, run the game and consult the profiler]
[1:32:11][@nxsy][Need OpenGL query timers]
[1:32:50][@phort99][I was about to ask what would happen if one of those snakey guys got themselves stuck in a corner, but I see one already did]
[1:34:59][@snoringtortoise][Off-topic: Since there wasn't any sound in the pre-stream, are there any sneak peaks regarding HandmadeCon you can give us?]
[1:38:21][todo.txt: Add the trees on traversables bug to the TODO list]