cinera_handmade.network/cmuratori/hero/code/code488.hmml

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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Adding an In-Game Editor" vod_platform=youtube id=fDSVYJMXnIQ annotator=Miblo]
[0:02][Recap and set the stage for the day implementing asset editing features][:"asset system" :speech]
[2:00][:Run the game to see our currently misaligned and scaled cat][:"asset system"]
[3:33][Set up to implement asset editing, comparing our procedurally generated situation with the hand-designed situation of a game like Braid][:"asset system" :"procedural generation" :speech]
[8:13][Set up to make our asset editing capabilities at the level above our game's modes title screen, cutscene, world also available in the shipping game as was the editor in Braid's PC release][:"asset system" :speech]
[11:15][Introduce in_game_editor and related structs in a newly created handmade_in_game_editor.cpp][:"asset system"]
[18:21][A few words on passing to a function its minimum necessary set of parameters][:language :rant :speech]
[20:15][Change UpdateAndRenderEntities() to take a new editable_hit_test instead of the entire game_input][:"asset system" :"entity system"]
[31:08][Introduce AddHit()][:"asset system" :"entity system"]
[38:26][Introduce BeginHitTest(), EndHitTest() and ShouldHitTest()][:"asset system" :"entity system"]
[45:23][Make GameUpdateAndRender(), UpdateAndRenderWorld() and DoWorldSim() use our new asset editing functionality][:"asset system" :"entity system"]
[49:58][:Run the game to find that entities with asset index 0 (white bitmap) are already highlit][:"asset system" :"entity system"]
[50:28][Make UpdateAndRenderEntities() only highlight entities whose BitmapID equals the HighlightAssetIndex][:"asset system" :"entity system"]
[50:57][:Run the game to see that the white bitmaps are no longer highlit][:"asset system" :"entity system"]
[51:05][Finish implementing AddHit() to append hits][:"asset system" :"entity system"]
[52:48][:Run the game to find that our highlighting works, and consider printing asset information in-game][:"asset system" :"entity system"]
[55:26][Introduce the notion of an in_game_editor_mode][:"asset system" :"entity system"]
[58:17][:Run the game to find that our editor does not pick entities][:"asset system" :"entity system"]
[58:31][Enable BeginHitTest() to toggle the editor mode][:"asset system" :"entity system" :"input handling"]
[1:00:12][:Run the game and toggle our editor mode][:"asset system" :"entity system" :"input handling"]
[1:00:36][Flesh out our editor modes, introducing UpdateAndRenderEditor() to print asset information][:"asset system" :"entity system"]
[1:04:51][Refresh our memories on PushFont() and consider rolling the fonts into the main :"asset system"][:font :speech]
[1:08:01][Continue to implement UpdateAndRenderEditor()][:"asset system" :"entity system"]
[1:11:34][:Run the game to find that the picking still works][:"asset system" :"entity system"]
[1:11:51][Consider separating out the layout code from the :"debug system" for use in a non-debug (i.e. profiling) context][:speech :ui]
[1:18:32][Introduce AssetEditor() based on PrintContents()][:"asset system" :ui]
[1:53:04][See how AssetEditor() would shake out if it was FormatString()-centric][:"asset system" :ui]
[1:58:16][Decide on the original, function-heavy approach for AssetEditor(), to write tomorrow][:"asset system" :ui]
[1:59:25][Q&A][:speech]
[2:00:12][@zrizi][Q: Off-topic: How do you index large meshes (index needs more than 16-bit)? Would you divide into multiple chunks (and have more draw calls) or increase bandwidth by using 32-bit for indices? Which approach is better for large meshes?][:rendering]
[2:00:58][@jim0_o][Q: @SIMPalaxy asked earlier if you have changed your ~4coder custom since you handed it over to [@mr4thdimention Allen], so now I'm wondering the same]
[2:01:33][@bulmanator][Q: Not really on-topic, but how would you go about implementing a generic resizable array, as you said you don't like to use templates?][:language]
[2:02:15][Example of C++'s offering for implementing generic resizable arrays][:language :rant :speech]
[2:13:02][@zrizi][Q: Off-topic (pre-multiplied alpha): I watched the episodes in which you presented it and I remember you mentioned that you prefer to defer multiplying by alpha "at the end". Can you explain what this means? Also, what's the benefit of pre-multiplied alpha, other than the fact that it's now a linear operation (if that's the case)? I can only see the value if you're compositing multiple transparent / translucent layers][:rendering]
[2:15:38][@alchemist_ubi][Are you forced to use templates? I don't code in C++ but the :language does not force you to do it, right?]
[2:16:35][@pythno][Q: Is the asset tool fixed? From Day 470 I wasn't able to build some of the tools (commented out in build.bat) for asset file creation][:"asset system"]
[2:17:27][That's it for today][:speech]
[/video]