cinera_handmade.network/cmuratori/hero/code/code046.hmml

64 lines
3.8 KiB
Plaintext

[video output=day046 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Basic Multiplayer Support" vod_platform=youtube id=BU5xBpUMdPA annotator=schme annotator=Miblo annotator=effect0r annotator=theinternetftw]
[0:00:00][Intro and welcome]
[0:01:25][Where we were..]
[0:01:50][Addressing a bug that was found by the forums]
[0:04:30][Thinking about how to handle input]
[0:06:24][Which controller maps to which character?]
[0:09:04][How we're going to handle this problem]
[0:10:36][Mapping a controller to a character]
[0:11:36][Pulling player info into the 'entity' structure to support multiple players]
[0:12:50][Modifying game_input to allow for multiple players]
[0:14:31][Changing his mind about how to handle this]
[0:18:59][CameraFollowingEntityIndex]
[0:19:11][Making the camera follow a certain player]
[0:22:07][Drawing all of the players]
[0:24:38][Fixing HeroFacingDirection]
[0:28:21][AboluteValue intrinsic]
[0:29:31][Adding an entity to the game]
[0:31:23][Initializing a player]
[0:33:40][Crash!]
[0:36:24][MovePlayer()]
[0:39:24][Moving player width/height into InitializePlayer()]
[0:42:15][Calling the movement code]
[0:43:24][Debugging the movement code]
[0:47:08][Some days, you just have to fire yourself.][quote 2]
[0:49:06][Fixing facing direction, again]
[0:50:42][Retuning movement constants]
[0:52:09][What we're going to do tomorrow]
[0:53:00][BRB, controller!]
[0:53:59][Demo of mult-player support]
[0:54:30][Q&A][:speech]
[0:55:08][On split-screen what kind of resolution were you thinking for each?]
[0:56:15][You once said visualizing problems is never a wasted effort. Should we use it for collision detection?]
[0:56:52][Are entities just for players or all game objects?]
[0:57:23][How input be handled when both players trigger an action at the same time?]
[0:57:46][Who is the camera following with multiple players? \[code change\]]
[1:00:44][When you decided to have multiple players you decided to call them entities. Why?]
[1:01:56][How do you make the characters not run through the trees?]
[1:03:50][Why are we doing physical based movement?]
[1:04:37][Will we be doing any image manipulation with code?]
[1:04:47][Any reason to catch failing to load art assets? \[code change\]]
[1:06:54][Is the notion of having all entities in a single array something that'll stay for long?]
[1:07:22][Why do you not use an auto-compiler?]
[1:07:51][How would disconnected controllers mid-game gracefully handled?]
[1:08:53][When comparing a float to zero shouldn't we be checking withing a tolerance instead?]
[1:09:26][Will there be diagonal movement sprites to the hero?]
[1:10:29][Since small velocities were brought up, will we account for small inputs i.e. deadzones?]
[1:12:01][About storing entities in an array. If there's massive operations on many of them, can this be exploited?]
[1:13:03][Why didn't we use the bitmap masks directly?]
[1:15:22][Are there any games that you've personally developed that are available to the public?]
[1:17:39][Why do you use the function call macros?]
[1:18:33][Will you wait for Jon to finish his presentation tomorrow?]
[1:18:54][Can you explain what you mean by 'deadzone on the controller'?]
[1:22:54][Do controllers have an outside deadzone?]
[1:23:58][Addition to bitmap loading question: 'You && with a 32bit value and use what you get']
[1:26:31][Can you ever talk about the code you made that shipped 2000+ times?]
[1:28:00][Will we be using a component system?]
[1:28:20][Any estimation where GUIs will appear?]
[1:28:55][Chat says: there are rotation instructions ]
[1:33:05][\[code change: Using rotation instructions\]]
[1:39:45][Rotate will work but it's microcoded, so don't use them if you want performance]
[1:40:16][Doesn't the rotate mess with the XP compatibility?]
[1:40:54][Pondering about microcode speed]
[/video]