hero/code509: Add tags

This commit is contained in:
Matt Mascarenhas 2019-02-04 00:05:51 +00:00
parent 74b49f9f7f
commit ed7a1cc137
1 changed files with 2 additions and 2 deletions

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@ -30,14 +30,14 @@
site=GitHub
page="HandmadeHero / cpp / Update README to discuss new downloads"
url=https://github.com/HandmadeHero/cpp/issues/81]]
[58:00][Consider our need to simplify and speed up the :lighting and finish our "asset system"][:run]
[58:00][Consider our need to simplify and speed up the :lighting and finish our :"asset system"][:run]
[1:01:04][Separate the asset markup and source files][:"asset system"]
[1:07:14][Revert our asset source file names back to their originals, and make a markup file responsible for tagging][:"asset system"]
[1:11:55][Single vs multiple markup files][:"asset system" :speech]
[1:14:39][Create base_game.txt and intro_cutscene.txt and tag all our assets][:"asset system" :"file format"]
[1:44:47][Organise our base_game.txt and intro_cutscene.txt files into a tags directory for ease of distribution][:"asset system"]
[1:49:30][Consider our next steps in terms of maintaining the tags files][:"asset system" :speech]
[1:54:28][Introduce a default block in base_game.hht]
[1:54:28][Introduce a default block in base_game.hht][:"asset system" :"file format"]
[1:56:13][Q&A][:speech]
[1:56:42][@s0imn][Q: When utilizing the entity scheme, you mentioned in the pre-stream the single inheritance scheme. How would you implement functionality to allow :modding of the games existing entities, and the code handling them (such as a physics overhaul mod which replaces the physics system in the game).][:"entity system"]
[2:00:34][@ivereadthesequel][Q: So what did WinDBG do better than VS' debugger? Have you thought about using it in the interim between now and when ~RemedyBG is ready?]