43 lines
2.7 KiB
Plaintext
43 lines
2.7 KiB
Plaintext
[video output=day137 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Matching Periodic Tags" vod_platform=youtube id=gVOuBzVC20g annotator=Miblo annotator=debiatan]
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[1:48][Demo a bug in the asset system]
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[3:05][Blackboard: Periodic Tag Matching]
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[7:21][Blackboard: "Neighbourhood operator"]
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[10:20][Blackboard: "Neighbourhood distance"]
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[13:30][Blackboard: Changing the sign of a point in the negative range in order to compute the distance of it from a point in the positive range]
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[15:23][Blackboard: Moving a positive number into the negative]
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[16:21][Blackboard: The whole equation for doing this neighbourhood calculation]
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[20:11][handmade_asset.h: Add HalfTagRange to game_assets]
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[21:08][handmade_asset.cpp: Set the HalfTagRange for each TagType]
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[22:11][Use the HalfTagRange in BestMatchAsset]
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[23:26][handmade_intrinsics.h: Write a real32 version of SignOf]
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[23:37][handmade_asset.cpp: Continue adding (Half)TagRange to BestMatchAsset]
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[25:22][Debugger: Step into BestMatchAsset]
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[26:11][Play the game and check out our new functionality]
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[26:43][We're kind of done]
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[28:00][handmade_asset.cpp: Add *FileName\[\] in order to loop over the bitmaps and set TopDownAlign]
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[30:19][Debugger: Look at the alignments]
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[32:50][handmade_asset.cpp: Bake that calculated alignment into the hero bitmaps]
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[33:34][Run the game and check out the correct alignments]
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[34:02][Start talking about the asset file format]
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[35:36][handmade.h: Add two items to the Asset streaming TODOs, and prioritise Audio]
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[37:11][handmade_asset.cpp: Introduce LoadSound]
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[43:59][Introduce DEBUGLoadWAV]
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[44:57][Internet: Bring up the WAVE specifications]
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[45:43][Blackboard: "IFF" file format]
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[48:45][handmade_asset.cpp: Introduce WAVE_header]
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[50:32][Introduce WAVE_fmt]
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[52:38][Introduce WAVE_chunk]
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[53:03][#define RIFF_CODE]
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[55:12][Parse the WAVE_header for its IDs]
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[56:34][Leave it there and glimpse into the future]
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[57:58][Q&A][:speech]
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[58:30][@cubercaleb][For getting the character sprite couldn't you just do the following? int sprite_to_load = (angle + (180 / sprites)) / (360 / sprites) % sprites]
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[59:59][@kelimion][ChronalDragon and I had a combined question about the audio asset struct. Will it need a SoundLoopable, or LoopStart / LoopEnd (with LoopEnd == -1 meaning a one-shot sound)]
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[1:00:40][@soysaucethekid][Plans for implementing other audio formats like MP3?]
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[1:03:05][@cubercaleb][Wait, how exactly is MP3 patented?]
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[1:04:48][@cubercaleb][Yeah, but why would people patent a file extension?]
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[1:05:32][@stelar7][FLAC is 50% the size of WAV, so it's useful for lossless compression]
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[1:08:36][@cubercaleb][So is that why RAD doesn't patent any of their stuff?]
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[1:08:56][Wind things down][:speech]
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[/video]
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