[video output=day066 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Adding Support for Non-spatial Entities" vod_platform=youtube id=vXPAE5UfcbA annotator=schme annotator=jpike] [2:06][Where we left off with simulation regions] [2:52][Overview of limitation of simulation region - entities currently must have position] [4:40][Adding sim_entity_flags] [8:35][Updating code for moving collides member variable into a flag] [14:09][Making the sword non-spatial] [16:51][Handling non-spatial entities in MoveEntity] [18:59][Handling non-spatial entities in BeginSim] [19:59][Handling non-spatial entities in EndSim] [21:09][Handling non-spatial entities in AddEntity/LoadEntityReference/GetSimSpaceP] [25:21][Handling non-spatial entity in UpdateSword] [29:02][Improving ChangeEntityLocation] [35:05][Debugging GetWorldChunk assertion - problems with storing invalid positions and non-spatial flag] [39:31][Fixing camera following logic] [40:54][Fixing dZ of player] [43:03][Fixing initial camera position] [44:33][Restoring sword functionality] [46:39][Why is the sword's shadow so dark? - Multiple swords] [50:21][Guarding against having multiple entities in sim_region with same storage index] [57:23][Preventing sword being reset when holding down key] [58:42][Q&A][:speech] [1:00:06][Does the current collision code support walls that are not 90 degrees? Say if the wall is at 45 degrees, would the collision code still work?] [1:03:28][Why not set a boolean value 'to be removed'? It seems like setting the position to an arbitrary position isn't as explicit as setting a flag to say that the entity should be removed on the next update frame.] [1:05:03][The rearranging of code did \[introduce\] some errors into the code. Is this normal for daily coding?] [1:08:17][Do we expect most entities to be colliding? If so, does it make sense to have the flag be 'non-colliding' instead?] [1:09:03][Then why set null position?] [1:09:32][Would using a tagged union for entity references fix issues we're having with LoadEntityReference?] [1:10:01][Do you have the whole big picture game architecture in your head at every point, or do you have to check what you did from time to time?] [/video]