[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Adding Boost Pads" vod_platform=youtube id=6GY-9Uia_2g annotator=Miblo] [1:14][Run the game and demo an unfortunate artifact when transitioning between floors] [3:20][Consider the current issues with the stairwells in general, and alternative means of transitioning between floors] [11:56][Determine to implement boost pads] [13:39][handmade_render_group.h: Remove the concept of a floor apron] [15:09][handmade_entity.h: Add a traversable_reference AutoBoostTo to the entity struct] [17:00][handmade_world_mode.cpp: Make AddStandardRoom() take LeftHole and RightHole booleans and generate those holes on alternate floors] [20:33][Run the game and admire the hole] [21:07][handmade_world_mode.cpp: Determine to enable AddStandardRoom() to generate boost pads between floors] [23:40][Describe the need for an editable room, without the sim and the apron, and consider how to go about making that] [28:34][handmade_world_mode.cpp: Make PlayWorld() start the player off at the last screen created] [30:33][Run the game and see that we're starting off on top] [32:12][Blackboard: Linking floors with teleporters] [33:01][handmade_world_mode.cpp: Enable PlayWorld() to link holes to locations on the floor below] [36:24][handmade_world_mode.cpp: Enable AddStandardRoom() to generate teleportation points between those locations] [38:32][handmade_entity.cpp: Make UpdateAndRenderEntities() colour the boost pads] [41:00][Run the game, see no boost pads and investigate why] [44:15][handmade_world.cpp: Make PackEntityIntoChunk() and ConnectEntityPoints() operate on the AutoBoostTo] [44:47][Run the game and see that the boost pad is set] [45:07][handmade_world_mode.cpp: Make AddStandardRoom() position the boost pad at the top-left of the hole] [46:03][Q&A][:speech] [47:16][@internal_static_void][About my first question, will I be able to view it again, because I was really interested about your answer?] [47:49][@arigato_corleone][Are you using entity component system architecture or different?] [49:33][@hida_akano][Have you come up with a story for the game yet?] [49:45][@dr_s80][I recall when you were writing the head / body behavior code you wanted to ensure the player always had control of the head. Is this "auto-hopping" going to interfere with that?] [50:46][@sean_bryant][Can the player fall in the hole versus jumping on purposes?] [51:00][@longboolean][In theory could these jump pads be on the same level and used like the jump pads in Portal 2?] [52:01][@torgdor][Will multi-part entities like the snake be able to go through holes?] [53:35][@arigato_corleone][What are your thoughts on voxel rendering and / or ray tracing?] [57:19][@dr_s80][Regarding head / body, the player controls the head onto the jump pad, but then the game needs to animate both the head and body down, right? I thought so far the head was always responsive to player input (not tied to an animation), and the body just followed. Sorry, I may not be explaining clearly] [58:36][@internal_static_void][Opinion on Vulkan, other than it being really hard?] [1:00:11][@zilarrezko][How are holes and teleport pads going to help us find The Variable?] [1:01:06][@arigato_corleone][Any tips for someone interested in game engines considering getting into the games industry?] [1:01:46][@thestraubulous][Do you have a set streaming schedule?] [1:01:56][Go right into mentioning the streaming schedule][:speech] [/video]