hero/code444: Rename :topology → :"graph topology"

This commit is contained in:
Matt Mascarenhas 2018-04-29 19:52:28 +01:00
parent 1b653b15cf
commit df82c09c44
1 changed files with 13 additions and 13 deletions

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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Stubbing Out the World Generator" vod_platform=youtube id=-TBSy54d3ZE annotator=Miblo]
[0:06][Recap and set the stage for the day][:speech]
[1:18][:Run the game with a few words on the :art, :camera and world construction][:"procedural generation" :topology]
[8:02][Explain the existing world struct][:research :topology]
[10:45][Introduce world_room stuct][:topology]
[1:18][:Run the game with a few words on the :art, :camera and world construction][:"procedural generation" :"graph topology"]
[8:02][Explain the existing world struct][:research :"graph topology"]
[10:45][Introduce world_room stuct][:"graph topology"]
[14:31][:Camera Behavior per Room][:blackboard]
[17:16][:Run the game and consider co-op :camera behaviour]
[20:44][Introduce world_room_camera enum for world_room to contain, and add an array of world_room in world][:camera]
@ -13,25 +13,25 @@
[35:57][Make UpdateAndRenderWorld() draw :"debug visualisation" lines around all our generated rooms][:"procedural generation"]
[42:13][:Run the game to see that we're nearly correct][:"debug visualisation" :"procedural generation"]
[42:33][Fix typo in the AddWorldRoom() call in AddStandardRoom()][:"procedural generation"]
[43:03][:Run the game to see all our room :"debug visualisation" lines, considering switching to infinite far clip-plane][:"procedural generation" :topology]
[43:03][:Run the game to see all our room :"debug visualisation" lines, considering switching to infinite far clip-plane][:"procedural generation" :"graph topology"]
[45:02][Determine to make our current :camera code zoom to rooms better][:run]
[47:03][Create handmade_world_gen.h for all of our existing world generation code][:"procedural generation" :topology]
[47:03][Create handmade_world_gen.h for all of our existing world generation code][:"procedural generation" :"graph topology"]
[50:48][:Run the game and crash immediately because there's no world][:"procedural generation"]
[51:37][Introduce CreateWorld() for PlayWorld() to call][:"procedural generation"]
[53:22][:Run the game to see our existing world][:"procedural generation"]
[53:35][Determine to build up our world generation code from the usage code backwards][:"procedural generation" :speech]
[55:58][Introduce CreateOrphanage()][:"procedural generation" :topology]
[58:12][Room][:blackboard :"procedural generation" :topology]
[55:58][Introduce CreateOrphanage()][:"procedural generation" :"graph topology"]
[58:12][Room][:blackboard :"procedural generation" :"graph topology"]
[1:01:03][Continue to implement CreateOrphanage() calling our fictitious GenRoom() function[ref
site="Molly Rocket"
page="Handmade Hero Orphan Concept Art"
url=https://mollyrocket.com/news_0041]][:"procedural generation" :topology]
[1:05:03][Room Connectedness, and cycles][:blackboard :topology]
[1:08:17][Add BackDoorPath and SideAlley in CreateOrphanage(), and connect them up in such a way as to create a cycle][:topology]
url=https://mollyrocket.com/news_0041]][:"procedural generation" :"graph topology"]
[1:05:03][Room Connectedness, and cycles][:blackboard :"graph topology"]
[1:08:17][Add BackDoorPath and SideAlley in CreateOrphanage(), and connect them up in such a way as to create a cycle][:"graph topology"]
[1:11:02][Introduce the notion of a gen_room_spec for CreateOrphanage() to use][:"entity system" :"procedural generation"]
[1:16:07][Introduce CreateWorld() to call CreateOrphanage() and the currently fictitious Layout(), GenerateWorld() and EndWorldgen(), and gen_orphanage that specifies room connections][:"procedural generation" :topology]
[1:16:07][Introduce CreateWorld() to call CreateOrphanage() and the currently fictitious Layout(), GenerateWorld() and EndWorldgen(), and gen_orphanage that specifies room connections][:"procedural generation" :"graph topology"]
[1:19:58][Reflect on having constructed our API from the usage code backwards][:speech]
[1:22:31][Implement our world generation types and functions, with an eye on later differentiating between the world's specification and its generation from that spec][:"procedural generation" :topology]
[1:22:31][Implement our world generation types and functions, with an eye on later differentiating between the world's specification and its generation from that spec][:"procedural generation" :"graph topology"]
[1:28:25][Check out our current :memory arena allocation code][:research]
[1:30:41][Consider the sheer amount of memory available these days][:memory :speech]
[1:33:00][Stub out GenSpec(), GenRoom(), Connect(), BeginWorldGen() and EndWorldgen() with :memory management and return values, fixing Clear() to correctly skip the last remaining block[ref
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[2:04:03][Orders of discontinuity][:blackboard :mathematics]
[2:06:05][Cubic B-spline curves][:blackboard :mathematics]
[2:08:06][@krismeld][Q: I really like the look of the :lighting you have implemented. Will the system be working with many light points?][:rendering]
[2:08:41][@longboolean][Q:So if I am on the same page, if we wanted to make sure that two rooms never touch each other we would still use Connect() plus passing a flag of some kind. Or would you do something else?][:"procedural generation" :topology]
[2:08:41][@longboolean][Q:So if I am on the same page, if we wanted to make sure that two rooms never touch each other we would still use Connect() plus passing a flag of some kind. Or would you do something else?][:"procedural generation" :"graph topology"]
[2:09:36][@schoenhs][Q: Are there any plans to write tools to author rooms or will everything be done in code?]
[2:10:13][Wrap it up for today][:speech]
[/video]