[56:17][Q: Isn't making a struct for HP is preprogramming a little?]
[57:48][Q: Why not just use HitPointMax = 12 instead of dividing into 3 hearts and 4 segments?]
[58:24][Q: I noticed the floating head was always behind the player. Are you going to go for a depth buffer approach or draw back-to-front to handle this?]
[1:07:36][Q: Would it be entirely possible to completely reconstruct the current code by following every episode of the series without preordering the game?]
[1:08:08][Q: Do you think that I, as a totally new person of programming, would be able to follow along with the pace you are working at, doing rapid changes to the code without sometimes telling us why?]
[1:09:11][Q: Is there ever gonna be a moment of reflection at some point in the future where you provide a somewhat high level overview of the engine components we have been encountered so far, what they will provide and why we need them?]
[1:10:34][Q: I think it would be really cool if you implement a smooth scrolling room-based combination]
[1:11:19][Q: Is the translucent thing you were talking about hard to do on 2D UI? Do you write the UI in the same Z-buffer or is it separate?]
[1:12:51][Q: Will you be implementing more memory handling code and, if yes, what kind of things?]
[1:14:58][Q: If you do a bounding box, which is an inset X amount of meters / tiles from the room edge, you could use the collision of the player with the bounding box to start smooth scrolling to the next room, etc.]
[1:15:36][Q: How will we be handling resolution variance?]
[1:16:41][Q: What kind of error handling / logging do you have in place now, and how will that possibly change?]
[1:17:35][Q: Why are strings such a problem for so many engines?]
[1:17:45][Q: How hard is it to port a 32-bit game engine to compile a 64-bit output client if the origin game splits executables to surpass the 4-gig cap?]
[1:18:30][Q: Zelda had scrolling when you transition between rooms. Are you going to have something similar?]
[1:18:47][Q: Would you mind giving a brief walkthrough of the memory management going on right now in the code from the game boot and forward?]
[1:22:21][Q: Why is it impossible to resize a raster image and why does everything have to be rasterized for drawing? Why can't textures be vector-based?]
[1:24:51][Q: Couldn't we build handmade.cpp and win32_handmade.cpp in separate threads? Is there a way to pipe the error messages in a sane way using the build.bat approach?]
[1:25:57][Q: SWTOR does it (about 32-bit splits into 2 separate processes question)]
[1:26:54][Q: Binding of Isaac does have scrolling between rooms, albeit a very quick transition]
[1:27:37][Q: What is the drawing app we are using?]
[1:28:13][Internet: Check out the scrolling in The Binding of Isaac]