hero/code509: Add tags
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site=GitHub
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site=GitHub
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page="HandmadeHero / cpp / Update README to discuss new downloads"
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page="HandmadeHero / cpp / Update README to discuss new downloads"
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url=https://github.com/HandmadeHero/cpp/issues/81]]
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url=https://github.com/HandmadeHero/cpp/issues/81]]
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[58:00][Consider our need to simplify and speed up the :lighting and finish our "asset system"][:run]
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[58:00][Consider our need to simplify and speed up the :lighting and finish our :"asset system"][:run]
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[1:01:04][Separate the asset markup and source files][:"asset system"]
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[1:01:04][Separate the asset markup and source files][:"asset system"]
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[1:07:14][Revert our asset source file names back to their originals, and make a markup file responsible for tagging][:"asset system"]
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[1:07:14][Revert our asset source file names back to their originals, and make a markup file responsible for tagging][:"asset system"]
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[1:11:55][Single vs multiple markup files][:"asset system" :speech]
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[1:11:55][Single vs multiple markup files][:"asset system" :speech]
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[1:14:39][Create base_game.txt and intro_cutscene.txt and tag all our assets][:"asset system" :"file format"]
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[1:14:39][Create base_game.txt and intro_cutscene.txt and tag all our assets][:"asset system" :"file format"]
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[1:44:47][Organise our base_game.txt and intro_cutscene.txt files into a tags directory for ease of distribution][:"asset system"]
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[1:44:47][Organise our base_game.txt and intro_cutscene.txt files into a tags directory for ease of distribution][:"asset system"]
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[1:49:30][Consider our next steps in terms of maintaining the tags files][:"asset system" :speech]
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[1:49:30][Consider our next steps in terms of maintaining the tags files][:"asset system" :speech]
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[1:54:28][Introduce a default block in base_game.hht]
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[1:54:28][Introduce a default block in base_game.hht][:"asset system" :"file format"]
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[1:56:13][Q&A][:speech]
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[1:56:13][Q&A][:speech]
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[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 game’s existing entities, and the code handling them (such as a physics overhaul mod which replaces the physics system in the game).][:"entity system"]
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[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 game’s existing entities, and the code handling them (such as a physics overhaul mod which replaces the physics system in the game).][:"entity system"]
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[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?]
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[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?]
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