65 lines
5.2 KiB
Plaintext
65 lines
5.2 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Using the Spatial Partition" vod_platform=youtube id=W_z9VN1m2Oo annotator=schme annotator=Miblo]
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[0:28][Assets: handmade_hero_test_assets_002.zip is released]
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[2:01][Recap]
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[3:28][handmade.cpp: Pull in entities by chunk, rather than tile]
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[5:12][Blackboard: Pulling entities into the working set]
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[8:46][handmade.cpp: Figure out the CameraBounds situation]
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[15:25][Make a version of MakeEntityHighFrequency to be called at the lower level]
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[16:21][Introduce GetCameraSpaceP]
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[17:41][Continue writing these versions of MakeEntityHighFrequency]
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[20:18][Use these functions in SetCamera]
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[21:41][handmade_math.h: Introduce GetMinCorner, GetMaxCorner and GetCenter]
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[22:52][Debugger: Step through and see what's happening]
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[24:14][handmade.cpp: Fix the Assertion in MakeEntityHighFrequency]
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[24:34][Look at AddWall]
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[25:51][handmade_world.cpp: Look at Subtract and ChunkPositionFromTilePosition]
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[26:44][Debugger: Step in to AddWall]
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[28:56][handmade.cpp: Call ChangeEntityLocation in AddLowEntity and make it pass world_position P]
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[30:29][Pass the world_position P to AddPlayer and finish implementing the spatial partition]
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[34:53][Run it and see what's happening]
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[35:59][Debugger: Step into AddPlayer]
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[36:47][handmade.cpp: Tweak AddLowEntity]
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[38:02][Debugger: Continue debugging AddPlayer]
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[38:37][handmade_world.cpp: Tweak ChangeEntityLocation]
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[39:40][Debugger: Step through the loop in OffsetAndCheckFrequencyByArea]
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[41:25][handmade.cpp: Add an assertion in OffsetAndCheckFrequencyByArea]
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[42:37][Debugger: Step through and hit this assertion]
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[43:34][handmade.cpp: Introduce ValidateEntityPairs]
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[45:56][Debugger: The MakeEntityHighFrequency routine in SetCamera is the problem]
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[47:04][handmade.cpp: Pass the correct Index to this routine]
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[48:05][Run the game and note that the spatial partition is nominally working]
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[48:48][handmade.h and handmade.cpp: Test the new assets]
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[50:40][Run the game and find that the new trees are drawn at the wrong locations]
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[51:04][handmade.cpp: Stop drawing the textured background]
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[52:51][Assets: Find the base point for the tree in GIMP]
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[53:37][handmade.cpp: Set the tree's alignment and do DrawRectangle as well]
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[54:32][Run the game and observe our new trees in their correct positions]
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[57:44][Q&A]
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[58:52][Q: For zooming out, could you somehow modify MetersToPixels to make things smaller as you zoom?]
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[59:39][Q: What is inline v2?]
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[1:01:04][Q: Why use Emacs versus Visual Studio's IDE?]
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[1:02:36][Q: Is Emacs better than Vim, or is it just preference?]
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[1:03:43][Q: Do you think that how fast code runs is the best metric for good code, or do you value simplicity or extensibility as well?]
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[1:05:59][Q: Why are you using Visual Studio here if you use Emacs?]
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[1:06:34][@swagkitty69][Did you ever figure out a fix for Emacs whenever you try to create a new file and the patch changes?]
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[1:07:03][Q: What's guiding you to make steps towards completing the game, i.e. a list of requirements for the game?]
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[1:08:54][Q: Do you ever get annoyed with reading a high depth of nested for loops?]
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[1:09:55][Q: Was watching some ROM hacking earlier and watching the registers and memory update in real time was really cool. Do you think a debugger for C could work as well as that?]
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[1:10:39][Q: How much time do you spend outside the stream in thinking about the code and game design? If you coded eight hours a day, would you be able to code consistently with the same pace as during your stream?]
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[1:11:38][Q: Can you please put in a proper PRNG before you write world gen algorithms?]
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[1:12:46][Q: Do you ever feel the need to use recursive functions?]
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[1:13:15][Q: Do you build with build.exe in command prompt or batch file?]
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[1:14:11][Q: When you say "renderer", what exactly does that mean? If the drawing you have now isn't rendering, then at what point do we go from drawing to rendering?]
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[1:15:55][Q: Have any of your friends voiced disagreement with design decisions you've made in this engine?]
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[1:16:22][Q: How do you distinguish between what a lot of people might called "premature optimisation" versus ensuring a good design that allows for high performance? The difference there seems really subtle. I feel that designing for high performance is simply organising the code and writing in such a way that does not unnecessarily slow down the code and prevent future optimisations, while premature optimisation is simply optimising something because you think something will be slow without evidence]
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[1:19:52][Q: 4096 random numbers]
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[1:20:03][Q: Will we have positionless entities? Would something like the current price of Almond Milk futures be an entity?]
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[1:20:22][Q: Will you be making a level / tile map editor for this game, for easier level creation?]
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[1:20:40][Q: What is your algorithm for a collision with three and more entities?]
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[1:21:21][Blackboard: Moving in 1/30th sec]
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[1:23:15][Q: Do you plan to use some form of logging for debugging purposes?]
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[1:23:48][Q: When you remove a LowEntity from the Chunk list, you swap another into its place. Won't that mess with references?]
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[1:24:15][@happy_vertex][Even for slow frequency entities?]
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[1:24:59][We have come to the end of the questions]
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[/video]
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