52 lines
4.1 KiB
Plaintext
52 lines
4.1 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Explicit Movement Transitions" vod_platform=youtube id=4fJTdIkFwIE annotator=Miblo]
|
|
[0:19][Announcement: Handmade Network has launched[ref
|
|
site="Handmade Network"
|
|
url="https://handmade.network/"]]
|
|
[5:47][Recap and set the stage for the day]
|
|
[12:50][Blackboard: Stand and Movement as two separate modes]
|
|
[14:25][Blackboard: Finite State Machines]
|
|
[18:58][handmade_sim_region.h and handmade_world_mode.cpp: Implement the ability to switch between two movement modes]
|
|
[23:27]["Nobody cares about square root at all anymore"][quote 479]
|
|
[27:37][Debugger: Step into the movement code and find that we're oscillating between the modes]
|
|
[28:56][Run the game and find that we stop]
|
|
[29:11][Blackboard: Hopping and changing course]
|
|
[34:26][Blackboard: Gravity's arc and parabolas]
|
|
[37:34]["That's... math"][quote 480]
|
|
[38:38][handmade_world_mode.cpp: Give the hero a parabolic hop]
|
|
[44:03][Blackboard: An equation to calculate the hop parabola]
|
|
[53:09][handmade_world_mode.cpp: Implement this hopping equation]
|
|
[55:38][Run the game and see the movement with A set to 0]
|
|
[56:26][handmade_world_mode.cpp: Make the hop parabolic]
|
|
[57:03][Run the game and see the parabolic hop]
|
|
[58:28][A few words on the concept of reducing algorithms down to a smaller set of variables]
|
|
[59:07][Q&A]
|
|
[59:36][@chronaldragon][No Q&A because xanbot banned hmd_bot]
|
|
[1:00:21][@cubercaleb][That hopping looks so cool. Can we see a little more of it?]
|
|
[1:01:23][@lazerstalker][How did you split the head from the body?]
|
|
[1:01:34][@ingenero][How interesting do you think it would be to solve for the "force" and direction required to reach a certain height on each jump? Is it just more work than it's worth for no tangible gain?]
|
|
[1:02:48][@longboolean][I am guessing that both the familiar and enemies will need to move similarly to the hero. Is there much more you need to do to make this work with them?]
|
|
[1:03:06][@thegeekpirate][Can we clean up the extra head and body on screen, or are they going to be used later on?]
|
|
[1:03:48][@cubercaleb][Why doesn't the head just head just stay on top of the body? Is that a bug?]
|
|
[1:04:51][@bardmode][When writing in a procedural, I sometimes end up with deeply nested code. Should this be avoided and are there good ways to minimize this?]
|
|
[1:05:36][@ingenero][This is starting to look a lot like Crypt of the Necrodancer]
|
|
[1:06:04][@trattmaster][Missed a lot. Are you making an engine for this game or is that stuff just there purely for you / us right now?]
|
|
[1:07:44][Debugger: Step into RenderCommandsToBitmap and see what's happening with the Clear]
|
|
[1:10:36][handmade_render.cpp: Set the transparency that's passed to Clear]
|
|
[1:11:14][Run the game and see our software renderer successfully clearing]
|
|
[1:12:58][@jasperps][When Z-axis is defined will up / down hopping look different?]
|
|
[1:13:17][@lumenian][What are limitations of game development using C#? Do you like C# overall as a language?]
|
|
[1:13:57][@thatsbamboo][What parts of C++ are you using if you are not programming in an OOP style?]
|
|
[1:14:18][@klemensbaum][I'm currently using a Microsoft Natural Ergonomic 4000. Thinking about replacing it with a non-ergonomic mechanical keyboard. Thoughts?]
|
|
[1:15:04][@ingenero][How many A's will this game have when it's done?]
|
|
[1:15:12][@cubercaleb][The trees on the bottom row look like they are being clipped at the top. Also C# is compiled these days to some extent]
|
|
[1:16:24][@sierrabrad][Is that a real clicky keyboard or is it just sound effects]
|
|
[1:17:28][@ineville][Have you seen very much of apple's Swift? What are your thoughts on it now that it is open source?]
|
|
[1:17:47][@chronaldragon][How come I have to declare a political party in order to vote in the presidential primary]
|
|
[1:18:25][Assets: Check out the tree bitmap, and note that the reason for clipped-like looking tree assets is that they don't have the 1-pixel apron]
|
|
[1:21:12][Wind down]
|
|
[1:21:59][Announce the upgraded forum site on Handmade Network[ref
|
|
site=""
|
|
page="Handmade Hero Forums"
|
|
url="https://hero.handmade.network/forums"]]
|
|
[/video]
|