[video output=day134 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Mapping Assets to Bitmaps" vod_platform=youtube id=AdscwVnyaQw annotator=Miblo annotator=ChronalDragon] [0:30][Recap] [1:50][Review of PickBest] [5:54][Looking at how tags might be set up] [8:50][Structuring assets more generally] [18:43][Creation of handmade_asset.h] [23:04][Creation of handmade_asset.cpp, writing AllocateGameAssets] [25:38][Cleaning up compile errors] [26:53][Splitting LoadAsset] [30:28][Resuming compile error cleanup] [30:55][Moving DEBUGLoadBMP to the asset system] [34:55][Converting between assets and bitmaps] [37:20][Setting up stopgap bitmap loading] [39:46][Nuking thread_context and moving out ReadEntireFile ptrs] [45:15][Fixing the bugs that got through compile] [46:02][Loading bitmaps using type info] [54:20][Debugging missing trees][quote 116] [55:05][There's a Count and a range][quote 117] [1:00:11][Q&A][:speech] [1:00:46][@abnercoimbre][You won't be using any formal database for the game, correct? Why?] [1:04:29][@vagrantaisystem][Is there any way I can download these episodes to watch on the go?] [1:05:48][@kruzaa][Why code is C as opposed to Java?] [1:06:13][@gasto5][ssets include compressed sprite sheets, audio, video and bone rigs?] [1:07:23][handmade.h: Make it incumbent upon the game to set IsInitialized] [1:11:49][@gasto5][How on earth do you procedurally generate character movement?[ref site="Wolfire Games Blog" page="GDC 2014 Procedural Animation Video" url="http://blog.wolfire.com/2014/05/GDC-2014-Procedural-Animation-Video"]] [1:13:23][@ttbjm][Can you run cloc.exe again?] [1:14:19][@kruzaa][Have you ever used Unity3D? If so, would you recommend it?] [1:14:24][@captainkraft][What advice do you have for relatively new programmers who are trying to ditch the OOP mindset and move onto things like Data Oriented Design and Compression Oriented Design?] [1:22:36][Wrap things up][:speech] [/video]