cinera_handmade.network/cmuratori/hero/code/code105.hmml

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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Cleaning Up the Renderer API" vod_platform=youtube id=Jklm_p_qrKU annotator=Miblo annotator=dspecht]
[0:57][Go ahead and see where we're at]
[3:55][Come back here to our code]
[6:12][Pull functions out into handmade_render_group.h and look at them]
[7:25][Remove PushPiece in favour of PushBitmap]
[12:50][Specify that a bitmap's alignment will be directly associated with it]
[15:36][Massage and pass the alignment where needed]
[22:13][Check it out in-game and investigate the Shadow]
[23:22][Consider drilling down into PushBitmap a little more]
[24:43][Figure out what's going on with our Z-positioning]
[32:05][Blackboard: Hacky shadows]
[34:02][Decommission EntityZC]
[36:15][Continue with the Z code]
[42:35][Run it and see that it looks fine]
[42:54][Halve the Z-position of EntityType_Space]
[44:49][Try to handle our Z in a more sane way]
[47:02][Give the familiar some attention and keep going with that]
[52:03][Blackboard: How the EntityBasis is conceptualised]
[53:54][Only use the EntityBaseP.z for scaling]
[54:31][Check it out in-game, scrutinising the jumping]
[56:37][Q&A]
[57:38][@stelar7][Why are you using AlignX and AlignY, instead of a v2 (in bitmap)?]
[1:00:08][@stelar7][Shouldn't the shadow move somewhat up when he jumps (because of the angled viewport)?]
[1:00:51][@cubercaleb][Could you make the circle reflect a bitmap like a tree if you wanted?]
[1:03:05][@stelar7][Can you let the orb sample from the ground, or is that some time away?]
[1:06:29][@gasto5][How much zooming will the game support?]
[1:06:55][@limyc][I keep hearing you say entity, but I take it you don't mean entity in the Entity Component System sense. Is that correct?]
[1:07:18][@btngames][You were going to add a comment to your ZFudge code to say why XY was used only, not Z to avoid skewing trees, character, etc]
[1:08:00][@ca2dev][I think I missed the day, but the bitmap is being texturized using a normal function (into the sphere)?]
[1:08:10][@insofaras][When are we going to scale the hero down?]
[1:08:50][Casey feels like there's a bug with our edges]
[1:09:15][@gasto5][Would you implement a "lamp in a dark room" effect with shadow mapping?]
[1:10:42][@stelar7][Will there be emitters of some kind, like sparks from a fire?]
[1:11:04][@gasto5][How would you implement a lamp in a dark room effect in a 2D game?]
[1:12:05][@ca2dev][Is it common in game development to use normal function for texturizing? Is it performant? Or is it much more common to break in texturizing triangles surfaces?]
[1:14:07][@insofaras][Will the entities have projected shadows or just blob shadows like the head has currently?]
[1:15:08][@stelar7]["Un-optimized"? Don't you have -O2 on?]
[1:16:20][@ttbjm][Will the shadow be reflected in the normal map?]
[1:16:37][@gasto5][Will the particles effects system interact with the normal maps?]
[1:17:30][Go ahead and close things down for the day, then]
[/video]