cinera_handmade.network/cmuratori/hero/code/code035.hmml

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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Basic Sparse Tilemap Storage" vod_platform=youtube id=i5-oY8EHkzw annotator=abnercoimbre annotator=Miblo annotator=theinternetftw]
[0:00][Intro]
[2:10][Making some rooms]
[3:30][Making some doors]
[5:19][Lots of small rooms and Tile ID values]
[8:45][Now you can see the limits of the world]
[9:20][Make rooms only in some places - Random Numbers]
[11:00][Yangtian Li's Talent]
[11:43][Back to random map generation]
[27:18][Not sparse yet]
[33:30][Making doors]
[41:07][Going back to display single room]
[44:13][Tile map review]
[48:50][Adding the ability to go up and down]
[56:50][Continue the madness and add some stairs]
[1:03:50][Up and down]
[1:07:00][Q&A]
[1:07:42][Would you use DeMorgan's Laws?]
[1:10:18][Do you have emacs commands with Visual Studio?]
[1:10:45][Have you already decided what PRNG algorithm you're going to use?]
[1:11:02][As you put the tile map in 3D dimensions, could this be related to a voxel octtree algorithm?]
[1:14:18][Is there a reason for the chunk size to be a power of 2?]
[1:16:34][When do you use #define instead of local variables?]
[1:19:12][Why are you using inline in variables?]
[1:19:30][Why not use bit flags for floors and such?]
[1:20:14][Why would you prefer an array of tile chunks?]
[1:24:30][Are you following Robert C. Martin Rules?]
[1:24:40][Are we planning to load/unload tile chunks on demand?]
[1:25:40][How much of this code will be used in the final procedural generation?]
[1:26:26][Are we planning on making the tile map layered?]
[1:27:02][Microphone question.]
[1:27:15][Why suffix types with 32 such as bool32?]
[1:28:35][Will we need compression for basic sparse tilemap storage?]
[1:29:18][How computationally expensive is the sparse storage?]
[1:33:12][Should rooms only be created when the player is close to them?]
[1:39:01][Are you worried about memory leaks?]
[1:39:31][Are ternaries bad?]
[1:40:02][Why is not possible to save the full map?]
[1:40:25][Conclusion]
[/video]