[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Fading Z Layers" vod_platform=youtube id=CmXCiK8dK9c annotator=Miblo annotator=dspecht] [3:25][Recap where we left things off] [4:40][Explain the necessity for Z-slices] [7:33][Take a look at how our SimRegion stuff handles unpacking entities] [9:07][Take out the ZOffset and reenable DrawRectangle] [10:42][Turn off the camera snapping] [12:29][Explain the concept of fixed Z-slices] [14:40][Move GlobalAlpha] [16:32][On separating update and render for entities] [17:51][Set the GlobalAlpha based on the GroundP] [20:13][Introduce CameraP] [23:31][Set the GlobalAlpha from CameraRelativeGroundP] [24:43][Take a look at the fade in-game] [25:20][Makes this a little more formal] [26:22][Blackboard: Specifying the visibility of levels] [29:04][Introduce Fade location markers] [32:14][Introduce Clamp01MapToRange] [34:54][Check it out in-game and correct the fade direction] [38:05][Allow us to go up another level] [44:07][What has Casey done?][quote 75] [44:59][That's a bug][quote 76] [45:10][Investigate what's going on] [48:06][Set the MaxEntityRadius for Z to 0.0f] [49:31][Set the SimBoundsExpansion for Z to 0.0f and then to GameState->TypicalFloorHeight] [51:41][See what that gets us] [52:51][Fix Clamp01MapToRange] [53:15][Check out the fade and get the FadeBottom working] [56:21][Check it all out and stagger the stairwell location] [57:22][Walk down the levels and note some issues to work on] [59:49][Q&A][:speech] [1:00:16][@ttbjm][Why were some of the trees upside down?] [1:02:17][@cubercaleb][Are the head and body entities off to the side supposed to scale with the main character?] [1:06:19][@blah238][What is Z-fighting and is it something that you have to worry about in a game like this?] [1:06:51][Blackboard: Z-Fighting] [1:19:35][Stream is over][:speech] [/video]