cinera_handmade.network/cmuratori/hero/code/code031.hmml

35 lines
1.9 KiB
Plaintext

[video output=day031 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Tilemap Coordinate Systems" vod_platform=youtube id=lDp4rqcigZs annotator=theinternetftw]
[0:00][Welcome / Recap]
[3:46][On Scrolling]
[4:54][Scrolling for Free]
[6:44][Preview of Coming Attractions: Math Functions]
[11:13][Looking at floorf]
[13:07][SSE2]
[19:48][Optimization flags: letting the compiler do it for you]
[24:19][Math utility layer]
[27:27][Trig/Vector Math Looms]
[28:48][Coordinate Systems: Why we want them]
[33:01][Screen coordinates vs All Math Ever]
[40:04][Defining size in pixels and meters]
[48:00][TODO: Packing our tilemap indexes]
[57:34][TODO: Resolution-independent tile-relative position]
[59:28][Q&A][:speech]
[1:00:04][Will we be making a map editor?]
[1:00:25][What were you talking about in terms of fast floor?]
[1:01:09][Do enough people have SSE4? (n.b. steam hardware survey: ~77% have SSE4, ~99.8% SSE3)]
[1:03:57][Can you not store anything and just regenerate everything from seed?]
[1:06:51][Suggestions for speeding up floor (/fp:fast)]
[1:11:09][Why do you do 'Result = foo(); return Result;'?]
[1:14:25][Is it a good idea to be drilling down into intrinsics this early on?]
[1:15:47][Is tile-relative for the real32 coordinates better than tilepage-relative?]
[1:18:30][Why not just store location in world coordinates and div/mod to get tile info?]
[1:19:56][Could our sparseness let us better use the top 28 bits of the tilepage index?]
[1:24:02][Do you know of the intel intrinsics guide?]
[1:25:26][Why is all our game-specific work so far in handmade.cpp?]
[1:26:45][Are we going to move the origin to the bottom left?]
[1:27:14][Line-drawing suggestion]
[1:28:03][Will you be able to find ARM equivalents to your intel-specific instructions?]
[1:29:36][How are we going to deal with different types of tiles?]
[1:30:35][Week Roadmap / Outro][:speech]
[/video]