31 lines
1.7 KiB
Plaintext
31 lines
1.7 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Separating Entities By Update Frequency" vod_platform=youtube id=RQUP4ql86k0 annotator=csnover annotator=schme annotator=debiatan annotator=theinternetftw]
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[0:00][Intro]
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[2:00][Recap]
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[5:18][What we're doing and why]
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[7:23][The state of the world coordinate system today]
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[9:06][The vision of the new entity system]
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[11:25][Ballparking entity limits]
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[18:18][Scaling to large numbers of entities]
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[20:45][Low- & high-frequency entities]
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[21:53][Addressing other entities]
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[25:10][The initial approach for addressing entities]
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[29:50][Handling re-offsetting in local coordinate space when the camera moves]
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[34:16][Interaction between low- & high-frequency entities]
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[35:45][Updating code to add entities with different frequencies]
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[40:40][Implementing the inefficient version]
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[43:05][A note about split-screen camera]
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[45:02][Updating GetEntity to support different entity frequencies]
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[48:53][Updating InitializePlayer]
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[52:05][Updating AddEntity]
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[54:25][Getting the code compiling again]
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[59:46][Q&A]
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[1:00:15][How about hot/cold/frozen instead of high/low/dormant?]
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[1:01:10][Chat reminds: wrap intrinsic rotations \[code change\]]
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[1:05:28][Is it a good idea to update the low entities in a separate thread?]
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[1:06:32][In a dynamically based language how would you handle refactoring without the compiler help?]
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[1:08:11][I've noticed some game physics break when you increase the fps]
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[1:10:23][You're just shifting, not rotating \[code change: shift-or rotate\]]
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[1:18:52][Is there any gameplay reason why we want entities alive even off screen?]
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[1:20:14][About shifting negative values \[code change\]]
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[/video]
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