35 lines
2.2 KiB
Plaintext
35 lines
2.2 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Loading BMPs" vod_platform=youtube id=USFTH9mcaKw annotator=schme annotator=abnercoimbre annotator=theinternetftw]
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[00:00][A recap of previous stream]
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[2:05][New test assets for Handmade Hero project]
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[4:46][Introduction to loading BMP files]
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[6:28][Handle player moving up and down 'stairs' before the BMP loader]
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[9:20][Context-switch cost]
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[10:46][Moving up an down implementation]
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[14:45][Difference between tile map system and tile map positioning system]
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[15:54][Implementation continued]
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[17:13][Fixing generation code]
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[21:45][Generation code fixed]
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[22:38][Implementation complete. Working tile map system]
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[25:07][Loading BMP files]
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[26:30][A talk on the game's screen resolution]
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[36:10][Implementing loader]
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[39:20][Crash course on how to read file formats]
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[43:58][Debugging a BMP file in memory]
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[49:00][Processing the BMP file header]
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[50:43][Packing a struct to avoid padding]
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[53:53][Processing the BMP pixels]
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[59:20][Q&A][:speech]
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[59:44][Perfect pitch would sell that!]
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[1:00:58][I missed the part where you handled the endianness of the file, or are bitmaps always the same?]
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[1:01:56][Do you prefer #pragma pack or gcc-like annotation?]
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[1:02:28][What's your threshold for number of function parameters before putting them into a single structure?]
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[1:03:17][Could you please describe how the sparse tilemap storage is done so far?]
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[1:11:13][Why not use a function template to read raw bytes into any struct you cook up, one primitive at a time, instead of compiler annotations?]
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[1:14:59][How will we handle memory when reading files? Would it be wasteful to read into our memory pool, then only use part of it?]
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[1:16:41][Could you explain how to handle platform specific data?]
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[1:19:56][Would it be easy to implement a generic sparse array to solve our tilemap problem (possibly overloading)?]
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[1:21:02][So we have world chunks and -tiles, didn't we also have screens?]
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[1:21:45][Why wouldn't you use a function template in the example mentioned before?]
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[1:27:11][Will you write asset exporters/importers to get the assets into an efficient format or will you rely on the asset creators tools?]
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[/video]
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