44 lines
2.3 KiB
Plaintext
44 lines
2.3 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Transient Ground Buffers" vod_platform=youtube id=QhjuxnQyBwk annotator=Miblo annotator=dspecht]
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[1:18][Recap of yesterday's repeating ground texture work]
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[2:18][Blackboard: A smarter way to do things]
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[5:19][Blackboard: Why don't we just make an array of tiles...?]
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[6:40][Introduce TransientArena]
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[8:38][Two memory areas: permanent storage and not-necessarily-permanent storage]
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[9:40][Create that TransientArena]
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[10:21][Allocate some space out of the TransientArena for the GroundBuffer]
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[11:47][Make space for the array of empty bitmaps]
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[12:33][Loop through them and allocate empty buffers]
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[13:54][Provide the option to ClearToZero]
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[15:16][Spec out GroundBufferHeight and GroundBufferWidth]
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[16:51][Put GroundBuffer into a loop]
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[17:51][How is the Bitmap aligned in the world?]
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[18:57][Find where the GroundBuffer is relative to the Camera]
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[20:50][Make sure that we're not drawing a GroundBuffer here if it isn't valid]
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[21:56][Which of our GroundBuffers actually has been getting used?]
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[23:03][Blackboard: Least Recently Used]
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[27:11][Look at what's in the structure]
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[28:50][Introduce GroundBitmapTemplate exemplar]
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[31:21][Limitations of the automatic dll-loading]
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[32:26][Debug GroundBuffers]
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[33:35][Owl of Shame Moment: There should have been a TODO about making the TransientArena do something real]
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[34:22][Blackboard: Memory partitioning schemes]
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[38:56][Introduce some way for us to use the memory in the TransientArena effectively]
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[40:33][Introduce transient_state]
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[41:12][Blackboard: What's in our stack?]
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[42:27][Transient initialization]
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[46:47][Pass the TransientArena to SimRegion]
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[47:12][Blackboard: Bungee back to the base line that was just after the GroundBuffer]
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[47:49][Let the Arenas do pushes and pops]
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[48:09][Insurance policy]
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[48:35][Implement the bungee and additional security]
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[53:13][Step through the code]
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[54:54][FillGroundChunk]
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[58:00][View the results in-game]
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[59:11][Q&A]
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[59:35][@@garlandobloom][Q: What is the most expired food you have ever eaten?]
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[59:51][Q: Could you explain what pop and push are, and how they work?]
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[1:01:29][Blackboard: Memory is a big line!]
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[1:10:49][Q: How will the ground texture chunking handle adjacent rooms with different types of ground?]
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[1:13:29][Closing remarks]
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[/video]
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