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