cinera_handmade.network/cmuratori/hero/code/code106.hmml

50 lines
3.3 KiB
Plaintext

[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="World Scaling" vod_platform=youtube id=UCTcu8vJ92c annotator=dspecht annotator=Miblo]
[2:43][Recap our current situation]
[5:00][Take a look in handmade_render_group.cpp]
[5:58][Render bitmaps using the DrawRectangleSlowly function]
[7:18][Call through the slow path?]
[8:44][Check it out in-game, considering how unoptimised the code is]
[11:50][Blackboard: Scaling]
[15:23][Blackboard: Intermediate buffering]
[16:54][Blackboard: The stupid way][quote 73]
[17:28][Temporarily set the arrow keys to move the camera up and down]
[22:18][Reduce the ZFudge factor]
[23:14][See that the positions are being scaled, and go ahead and scale the size]
[25:45][Check out the scaling in-game and note a bug with the tree popping]
[27:03][Give the ground chunks a ZOffset]
[28:21][Blackboard: Preventing leaning]
[28:56][Do a Basis push for the GroundBuffer]
[30:07][We're close, but things scale counter to each other]
[31:41][Turn off the ground chunks and the debug rectangles, for now]
[32:38][Take a good look at what's happening in-game]
[34:42][Scale around ScreenCenter]
[36:12][Moment of realisation: The EntityBasis->Offset.xy is currently incorrect]
[38:09][Blackboard: How that Offset currently works]
[38:42][Multiply the Offset by the ZFudge]
[39:35][Check it out in-game and turn the ground chunks back on]
[41:27][Show some problems with alpha fading]
[45:43][Blackboard: Render buffers]
[46:57][Turn off the ground buffer rendering and turn on multiple world layers]
[48:00][Tweak the ZFudge]
[48:51][Turn the ground buffers off entirely]
[49:23][Consider the weird notion of Y-displacement for Z]
[50:50][Set GlobalAlpha to 0 and try turning off that Y-displacement]
[53:50][We want Z-slices]
[57:11][Q&A]
[57:40][@pseudonym73][Did I see that correctly, that the ground shadow jumps along with the hero?]
[58:17][@ifingerbangedurcat][Slightly off topic but, can you quickly go over the concept behind MoveSpec? Why not have every entity have their own velocity/drag, etc. values instead? Just for organization?]
[59:06][@mr4thdimention][Is the jump a real mechanic or just for making the system robust?]
[59:29][@nicstop][Why don't you pre-compose hero bitmaps into a single bitmap at initialization, so there would not be fussing with pushing pieces?]
[1:00:12][@robotchocolatedino][When you are walking up a staircase, will the character suddenly snap back on Y when you transition to the next Z slice?]
[1:00:54][@rsxole][If I'm not mistaken, with your way of Z-scaling it's going to be hard to support large (in Z) structures such as tall walls that should be aligned across different Z levels, no? Imagine a multi story house or so]
[1:02:22][@cubercaleb][If there are going to be pits/ledges in the game, how are you going to render those?]
[1:02:47][@anonymous835][I wonder how the ball would work with the zoom in]
[1:05:30][@rohit_n][What games do the "bad" fade-out effect you mentioned?]
[1:06:13][@cubercaleb][How will the staircase be scaled when you are moving up and down it?]
[1:07:13][insofaras I didn't expect Casey to know of Hatoful Boyfriend]
[1:07:18][@garlandobloom][Everybody knows Hatoful Boyfriend]
[1:08:24][@stelar7][Have you seen/heard of "Hunie Pop" then?]
[1:09:04][@abnercoimbre][Q: That's a wrap?]
[1:09:35][That is a wrap, Abner]
[/video]