[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Switching Between Metagame Modes" vod_platform=youtube id=a1j15jWJLoc annotator=insofaras] [0:07][Intro] [1:42][Plans for today] [2:40][Looking back at what was achieved yesterday] [3:24][Taking a detour to fix the zooming in a shot of the opening cut-scene] [7:19][Restating how the mode switching should work] [9:28][Final tweaks to the zooming] [11:16][Adding input handling to the cut-scene and title-screen game modes] [18:18][Adding a loop to the game mode dispatch, to allow updating/rendering to be re-ran immediately by the new mode, if a mode switch occurs] [20:22][Moving original input handling code into the world game mode] [21:15][Fixing resulting compile errors and header file include order] [24:28][Making the world game mode switch back to the cut-scene mode when no heroes exist] [26:18][Debugging the new code] [27:45][Thinking about how the new mode switching code might interact with multi-threading] [29:21][Changing how the world is initialized] [31:38][Debugging why the world doesn't appear to fit in the arena] [34:21][Fixing the world game mode immediately exiting back to the cut-scene] [37:23][Running the game. It can now enter the game mode but there are still a few bugs remaining] [38:17][Fixing inability to move by re-enabling code that was #if 0'd yesterday] [40:33][Fixing the lack of camera following by making sure the arena is zero-initialized] [44:18][Running the game again with the bugs fixed] [44:47][Commenting on the previously mentioned potential threading issues with the mode switching] [48:28][Implementing a basic version of the title-screen] [53:00][Testing the title-screen code] [53:44][Quickly debugging and fixing a cut-scene crash related to mode switching] [55:29][Game running with all 3 game modes working as intended] [56:40][Q&A][:speech] [56:57][@SoysauceTheKid][Could you leverage your debug code when trying to find the right values you want for the intro cutscene in realtime instead of recompiling?] [57:20][@garlandobloom][Add some credits and boom! We're done!] [57:37][@Danyguag][How do you terminate or end each thread at the end?] [57:55][@ThisisAtticus][What are your thoughts on twitch asking you to switch labels to creative?] [58:37][@Fyoucon][Will we be reimplementing the profiler?] [58:58][@Danyguag][The end of the executable] [59:59][@ijustwantfood][Could you re-explain why you couldn't move the hero after cutscenes for a while?] [1:00:16][@Novynn][If someone wants to run your game in fullscreen but at a different resolution than native, how would they change it? You've said before you don't like menus, so would you use a launcher instead or something for those options?] [1:03:15][@insofaras][Could you do some resolution detection at startup to avoid starting at a broken resolution?] [1:04:46][@m1el][You say "normal person" as if tech savvy people is something awful.] [1:07:04][Talking more about resolution / 4K] [1:08:44][@SteelGolem][Do you generally do cutscene code before gameplay code when you're working on a game?] [1:12:32][@elxenoaizd][Are we in a point where we're close to have to need to implement mixins?] [1:12:53][@pragmascrypt][Will c++17 modules solve the #include dependency problem?] [1:15:51][Wrap up, episode guide info][:speech] [/video]