70 lines
4.7 KiB
Plaintext
70 lines
4.7 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Push Buffer Rendering" vod_platform=youtube id=zbufcZ_JBbU annotator=Miblo annotator=dspecht annotator=ZedZull]
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[0:37][Investigate possible bug in the collision detector]
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[3:02][Pass TestP to SpeculativeCollide and also base MoverGroundPoint off TestP]
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[3:27][Make a version of GetEntityGroundPoint that takes ForEntityP]
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[4:36][Walk around in-game]
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[5:00][Put the stairs back in and try colliding with them]
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[5:59][Increase GroundBufferCount from 32 to 64]
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[7:02][Think about sorting entities in a render list and scaling bitmaps]
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[8:48][Look at the TODO list]
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[9:31][Create handmade_render_group.h]
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[9:53][Consider sorting and translating the coordinate systems]
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[10:53][Take a look at how the buffering currently works]
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[11:22][Pull out entity_visible_piece and entity_visible_piece_group into handmade_render_group.h]
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[12:23][#include handmade_render_group.h and handmade_render_group.cpp in handmade.cpp]
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[12:50][Expand the notion of the PieceGroup so that it tracks everything]
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[14:31][Move the rendering outside]
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[15:35][Now all the pieces are in one giant buffer, and we have no idea which one goes with which entity]
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[16:07][Introduce render_basis]
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[17:06][Enable setting the render_basis after moving the entities around]
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[20:16][Set the DefaultBasis and point to it]
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[21:48][View the results in-game]
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[23:15][Move PieceGroup up and give it its own memory]
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[24:40][Change all of the draw calls to operate off the PieceGroup]
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[26:19][Check it out in-game]
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[26:39][The inversion and scaling is all still happening erroneously]
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[27:19][Look at what the Push functions are doing]
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[28:05][Try and regularise how the rendering works]
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[29:40][See how it looks in-game]
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[30:16][Investigate why the Bitmaps aren't being drawn in the correct places]
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[35:00][It's drawing the same Bitmap]
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[35:21][Moment of realisation: Rather than sending the whole loaded_bitmap down, we were using one on the stack]
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[36:32][Consider ways to pass the correct Bitmaps]
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[37:13][Send the whole Bitmap to ground_buffer]
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[38:55][See if that fixes our problem]
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[39:40][Get rid of that other DrawRectangle call]
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[40:31][Rename entity_visible_piece_group to render_group]
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[41:17][Consider how we want to extend the notion of render_group so that you can have multiple things pushed onto this render stack]
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[41:56][Consider linked list vs packed set]
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[42:43][Add PushBufferBase, PushBufferSize and MaxPushBufferSize to render_group]
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[43:52][Introduce AllocateRenderGroup in handmade_render_group.cpp]
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[45:18][#define PushSize macro]
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[45:40][Allocate MaxPushBufferSize and store it in PushBufferBase]
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[45:55][Initialise all of the fields of the render_group]
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[46:16][Call AllocateRenderGroup and set MaxPushBufferSize to 4MB]
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[46:52][Make the DefaultBasis get allocated and initialise it]
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[47:21][Store MetersToPixels rather than GameState and pass it to AllocateRenderGroup]
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[48:06][Initialise MaxPushBufferSize and PushBufferSize]
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[48:36][Now we've got a problem: When we do PushPiece we can't get one because we don't know where that piece is anymore]
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[48:44][Attend to the other issues]
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[50:11][Straighten out the PushBuffer situation]
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[54:07][See if it works in-game]
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[54:46][Blackboard: PieceGroup]
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[56:23][Blackboard: Compression Oriented Programming]
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[56:57][Blackboard: render_group]
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[58:19][Q&A]
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[59:16][@miblo][Will things like filters end up in the render_group?]
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[1:00:55][@cezonezor][How long will the renderer take?]
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[1:02:29][@poohshoes][Could you give us examples of what some of the simpler things will be in the render_group?]
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[1:02:47][@gplwhite][Are there any static code analysis tools for C / Visual Studio that will help pick up bugs like unused variables, etc?]
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[1:04:38][@d7samurai][So are you planning on abstracting away the renderer as a layer, similar to how we separated the platform from the game code, so that the various renderers will be operating on the same data structures?]
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[1:05:48][@ezioauditorerevs][If you were going to write an algorithm to generate Sudoku puzzles, how would it work?]
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[1:06:03][@mr4thdimention][Unused variables are a warning on my compiler. Did you turn that warning off? I use an allow local macro when I want it to ignore the variable]
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[1:06:56][@jfcatalan][Would it make sense for the render_group to contain render groups itself?]
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[1:07:44][@d7samurai][I meant whether you plan for the data describing what needs to be rendered to be in a format such that it's suitable for both software and hardware rendering]
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[1:08:45][@boondoggle42][Will our hero always be taller than the treetops?]
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[1:09:58][We've finished early... or have we?]
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[1:10:19][@abnercoimbre][Are we keeping the 5PM schedule?]
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[1:12:06][Wrap it up with a recap and closing remarks]
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[/video]
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