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These are the user uploaded subtitles that are being translated: 1 00:00:02,149 --> 00:00:05,220 okay hello everyone and welcome to 2 00:00:05,220 --> 00:00:09,210 handmade hero we are on day 39 here this 3 00:00:09,210 --> 00:00:11,519 is of course a full game and engine 4 00:00:11,519 --> 00:00:15,839 coded live on Twitch in C and C++ using 5 00:00:15,839 --> 00:00:18,090 no library's no engines we are basically 6 00:00:18,090 --> 00:00:20,420 doing absolutely everything from scratch 7 00:00:20,420 --> 00:00:22,830 largely sort of as a as both an 8 00:00:22,830 --> 00:00:24,600 educational process and and just for fun 9 00:00:24,600 --> 00:00:27,810 I think it's really good for you know on 10 00:00:27,810 --> 00:00:29,789 both on both ends really for the type 11 00:00:29,789 --> 00:00:31,019 type of person who actually enjoys 12 00:00:31,019 --> 00:00:32,399 programming then being able to program 13 00:00:32,399 --> 00:00:34,200 everything yourself is kind of a fun 14 00:00:34,200 --> 00:00:35,579 thing to do especially nowadays when you 15 00:00:35,579 --> 00:00:37,350 don't get to do that all that often and 16 00:00:37,350 --> 00:00:38,700 I've certainly been having fun doing it 17 00:00:38,700 --> 00:00:39,809 I think a lot of the people out there 18 00:00:39,809 --> 00:00:41,850 have been too and also it's a great 19 00:00:41,850 --> 00:00:43,230 thing for educational purposes because a 20 00:00:43,230 --> 00:00:45,329 lot of people just don't have a chance a 21 00:00:45,329 --> 00:00:47,789 lot of times depending on sort of what 22 00:00:47,789 --> 00:00:49,140 their program range was to go through 23 00:00:49,140 --> 00:00:50,190 and do all kinds of interesting 24 00:00:50,190 --> 00:00:51,989 low-level stuff and build an entire game 25 00:00:51,989 --> 00:00:53,370 engine from the ground up and that sort 26 00:00:53,370 --> 00:00:54,750 of thing and so they're just a lot of 27 00:00:54,750 --> 00:00:56,460 cool stuff you could learn in there I 28 00:00:56,460 --> 00:00:59,489 think anyway I always feel like most all 29 00:00:59,489 --> 00:01:00,780 the most interesting stuff that I've 30 00:01:00,780 --> 00:01:03,030 ever learned in programming came from 31 00:01:03,030 --> 00:01:05,129 having to tackle you know hard low-level 32 00:01:05,129 --> 00:01:07,650 problems really honestly even the good 33 00:01:07,650 --> 00:01:09,840 high-level programming stuff that I know 34 00:01:09,840 --> 00:01:13,619 is largely from having to do sort of you 35 00:01:13,619 --> 00:01:14,820 know having to think about hard 36 00:01:14,820 --> 00:01:16,110 constraints and that sort of stuff so 37 00:01:16,110 --> 00:01:19,200 anyway right now we are at the point 38 00:01:19,200 --> 00:01:21,960 where we sort of gotten we're sort of 39 00:01:21,960 --> 00:01:23,640 wrapping up the stuff that we can 40 00:01:23,640 --> 00:01:25,950 reasonably do before we learn some math 41 00:01:25,950 --> 00:01:28,170 basically is what what I guess how I 42 00:01:28,170 --> 00:01:30,630 would say it we've wrapped up sort of 43 00:01:30,630 --> 00:01:33,390 the basic stuff of putting sprites on 44 00:01:33,390 --> 00:01:34,680 the screen you know loading bitmaps 45 00:01:34,680 --> 00:01:36,960 doing some basic alpha blending 46 00:01:36,960 --> 00:01:39,630 techniques building a tile map and 47 00:01:39,630 --> 00:01:41,040 moving around through the tile map that 48 00:01:41,040 --> 00:01:41,729 sort of stuff 49 00:01:41,729 --> 00:01:43,500 but in order to start moving forward 50 00:01:43,500 --> 00:01:46,229 since in you know on the on the engine 51 00:01:46,229 --> 00:01:48,240 further what we kind of need to do is 52 00:01:48,240 --> 00:01:49,470 we're probably going to need to start 53 00:01:49,470 --> 00:01:51,600 doing some math very soon so I think 54 00:01:51,600 --> 00:01:53,189 today what we're probably going to do is 55 00:01:53,189 --> 00:01:54,180 we're going to go through and we're just 56 00:01:54,180 --> 00:01:56,189 going to kind of like do a pass over the 57 00:01:56,189 --> 00:01:57,659 stuff that we've got so far and just 58 00:01:57,659 --> 00:02:00,090 kind of like cleaning things up and sort 59 00:02:00,090 --> 00:02:02,250 of get things into place where we're a 60 00:02:02,250 --> 00:02:03,840 little be happy with them so that we can 61 00:02:03,840 --> 00:02:07,049 start clearing the way for doing really 62 00:02:07,049 --> 00:02:08,789 maybe starting to have a serious 63 00:02:08,789 --> 00:02:10,800 discussion about gain math and what sort 64 00:02:10,800 --> 00:02:12,690 of math we need to know and what all the 65 00:02:12,690 --> 00:02:13,290 different types of 66 00:02:13,290 --> 00:02:15,780 that tend to come up in games and so 67 00:02:15,780 --> 00:02:17,040 then start to go through some of the one 68 00:02:17,040 --> 00:02:18,959 the most basic ones that we will need in 69 00:02:18,959 --> 00:02:20,430 order to move forwards which are basic 70 00:02:20,430 --> 00:02:22,349 2d vector math and stuff like that which 71 00:02:22,349 --> 00:02:23,879 we're gonna need for just about 72 00:02:23,879 --> 00:02:26,189 everything that we're going to do so if 73 00:02:26,189 --> 00:02:28,109 you went and made here at organ preorder 74 00:02:28,109 --> 00:02:29,849 the game using the little P order button 75 00:02:29,849 --> 00:02:32,099 you should have gotten an email with a 76 00:02:32,099 --> 00:02:33,420 link that allows you to download the 77 00:02:33,420 --> 00:02:35,099 source code and the test assets that we 78 00:02:35,099 --> 00:02:37,170 use as well there's two zips up there 79 00:02:37,170 --> 00:02:38,549 make sure you grab both of those and 80 00:02:38,549 --> 00:02:40,680 inside the source code zip there's a 81 00:02:40,680 --> 00:02:42,299 bunch of different zips resource codes 82 00:02:42,299 --> 00:02:44,189 from every different day we're on day 39 83 00:02:44,189 --> 00:02:45,629 right now so if you want to follow along 84 00:02:45,629 --> 00:02:48,659 at home unzip day 38 source code day 38 85 00:02:48,659 --> 00:02:49,889 source codes what we are starting with 86 00:02:49,889 --> 00:02:52,409 now and if you unzip that you will be at 87 00:02:52,409 --> 00:02:54,689 the exact location that I am starting 88 00:02:54,689 --> 00:02:56,639 with today so you could follow along 89 00:02:56,639 --> 00:02:59,099 exactly the way that we're with with 90 00:02:59,099 --> 00:03:01,650 exactly what we're doing so if you guys 91 00:03:01,650 --> 00:03:03,450 remember we've gotten to the point at 92 00:03:03,450 --> 00:03:04,560 the end of last stream where we were 93 00:03:04,560 --> 00:03:06,750 able to blip basically things on top of 94 00:03:06,750 --> 00:03:08,669 other things which allows us essentially 95 00:03:08,669 --> 00:03:10,319 to compose whatever we want in terms of 96 00:03:10,319 --> 00:03:11,609 graphics now we can you know layer 97 00:03:11,609 --> 00:03:12,840 sprites on top of each other all day 98 00:03:12,840 --> 00:03:15,180 long but we had only just finished that 99 00:03:15,180 --> 00:03:16,919 so we didn't just we didn't really do 100 00:03:16,919 --> 00:03:17,879 anything with it 101 00:03:17,879 --> 00:03:19,409 so I was thinking maybe today what we 102 00:03:19,409 --> 00:03:21,750 could do is just load in our our little 103 00:03:21,750 --> 00:03:24,930 hero sprite and he's in three pieces as 104 00:03:24,930 --> 00:03:26,430 I think I showed when I was going 105 00:03:26,430 --> 00:03:27,540 through the different sprites that were 106 00:03:27,540 --> 00:03:29,069 in there he's in three different pieces 107 00:03:29,069 --> 00:03:30,629 so maybe we'll go in and load his three 108 00:03:30,629 --> 00:03:32,129 different pieces and we also have four 109 00:03:32,129 --> 00:03:33,510 facing directions for him so maybe we'll 110 00:03:33,510 --> 00:03:35,909 load in all of those and we'll sort of 111 00:03:35,909 --> 00:03:38,280 make a thing where he can as we move he 112 00:03:38,280 --> 00:03:40,260 faces the direction you know that we're 113 00:03:40,260 --> 00:03:41,129 moving or something like that just 114 00:03:41,129 --> 00:03:43,049 something basic to sort of clean up the 115 00:03:43,049 --> 00:03:44,579 bitmap loading and the bitmap display 116 00:03:44,579 --> 00:03:45,959 code into something that we're 117 00:03:45,959 --> 00:03:47,669 relatively comfortable with for the 118 00:03:47,669 --> 00:03:49,859 moment before we kind of move on to 119 00:03:49,859 --> 00:03:51,510 trying to do a little bit more serious 120 00:03:51,510 --> 00:03:53,400 stuff again and where we'd have to start 121 00:03:53,400 --> 00:03:55,500 talking about math for reals for reals 122 00:03:55,500 --> 00:03:58,709 with a Z so okay assuming that we're in 123 00:03:58,709 --> 00:03:59,669 that situation 124 00:03:59,669 --> 00:04:02,040 right now we are loading all of our 125 00:04:02,040 --> 00:04:03,930 bitmaps we haven't talked really very 126 00:04:03,930 --> 00:04:06,569 much about asset management in terms of 127 00:04:06,569 --> 00:04:08,069 how we're managing loading stuff in the 128 00:04:08,069 --> 00:04:09,780 code and that's actually deliberate it's 129 00:04:09,780 --> 00:04:11,400 not something that I think is really 130 00:04:11,400 --> 00:04:12,870 worth discussing at the moment I think 131 00:04:12,870 --> 00:04:14,759 that's going to be something that comes 132 00:04:14,759 --> 00:04:16,680 into play once we have a bit of the 133 00:04:16,680 --> 00:04:19,229 renderer sort of the real renderer once 134 00:04:19,229 --> 00:04:20,639 we kind of have more of a real renderer 135 00:04:20,639 --> 00:04:22,139 written is really the more the 136 00:04:22,139 --> 00:04:23,219 appropriate time start thinking about 137 00:04:23,219 --> 00:04:25,680 that so right now we just have the sort 138 00:04:25,680 --> 00:04:27,120 of the most basic thing you 139 00:04:27,120 --> 00:04:28,830 doing a game which is loading all the 140 00:04:28,830 --> 00:04:30,960 assets at startup not a particularly 141 00:04:30,960 --> 00:04:32,639 useful thing to do 142 00:04:32,639 --> 00:04:34,080 if you're active talking about a 143 00:04:34,080 --> 00:04:35,460 shipping game because like I said in 144 00:04:35,460 --> 00:04:36,360 this game we're going to be streaming 145 00:04:36,360 --> 00:04:37,830 our assets in so loading everything at 146 00:04:37,830 --> 00:04:39,690 startup isn't really an option for us 147 00:04:39,690 --> 00:04:41,100 but well we're just developing things 148 00:04:41,100 --> 00:04:49,650 that's certainly fine so I'm gonna have 149 00:04:49,650 --> 00:04:51,419 to load these different hero things for 150 00:04:51,419 --> 00:04:52,830 four different directions so I'm just 151 00:04:52,830 --> 00:04:53,970 gonna go ahead and make life a little 152 00:04:53,970 --> 00:04:56,490 easier on myself for now and just say 153 00:04:56,490 --> 00:05:00,090 that we have sort of a hero bitmaps 154 00:05:00,090 --> 00:05:02,370 structure and that we'll have basically 155 00:05:02,370 --> 00:05:06,630 the different pieces the head the cape 156 00:05:06,630 --> 00:05:09,810 and the torso each for you know the 157 00:05:09,810 --> 00:05:11,250 different facing directions of the hero 158 00:05:11,250 --> 00:05:12,810 so that I can basis there we have hero 159 00:05:12,810 --> 00:05:15,900 bitmaps and the hero bitmaps that we 160 00:05:15,900 --> 00:05:18,510 have are for the four facing direction 161 00:05:18,510 --> 00:05:22,560 so we'll just say hero bitmaps and I 162 00:05:22,560 --> 00:05:25,440 guess I'll do I don't know we could do 163 00:05:25,440 --> 00:05:28,050 something like just a brackets for I 164 00:05:28,050 --> 00:05:30,120 guess because we will essentially have 165 00:05:30,120 --> 00:05:31,470 to map into that somehow we'll think 166 00:05:31,470 --> 00:05:33,690 about that in a second but anyway if I 167 00:05:33,690 --> 00:05:34,979 want to load those in I've already got 168 00:05:34,979 --> 00:05:38,220 code that loads each of the each of the 169 00:05:38,220 --> 00:05:41,130 test pieces in here into the hero hey I 170 00:05:41,130 --> 00:05:42,180 don't know what what happened to our 171 00:05:42,180 --> 00:05:44,039 hero torso code I must have actually hit 172 00:05:44,039 --> 00:05:46,530 ctrl K that's a mistake so basically we 173 00:05:46,530 --> 00:05:47,880 already have code that does that which 174 00:05:47,880 --> 00:05:50,070 is this code right here but I need to 175 00:05:50,070 --> 00:05:52,139 load one of those for each of the facing 176 00:05:52,139 --> 00:05:54,389 directions like test your front you know 177 00:05:54,389 --> 00:05:57,720 the sort of the front back side and all 178 00:05:57,720 --> 00:05:59,400 that sort of stuff so I'm gonna go ahead 179 00:05:59,400 --> 00:06:00,960 and do the stupidest possible thing here 180 00:06:00,960 --> 00:06:03,270 just do hero bitmaps and I'm going to 181 00:06:03,270 --> 00:06:06,990 substitute in basically one of these 182 00:06:06,990 --> 00:06:09,000 like that for each of these ones that we 183 00:06:09,000 --> 00:06:11,910 load like so and then I'm just going to 184 00:06:11,910 --> 00:06:13,110 go ahead and call that four times 185 00:06:13,110 --> 00:06:16,139 nothing particularly exciting here and 186 00:06:16,139 --> 00:06:17,580 like I said well think I'll well think 187 00:06:17,580 --> 00:06:18,960 harder about how we want to do this 188 00:06:18,960 --> 00:06:21,960 stuff once we actually think about asset 189 00:06:21,960 --> 00:06:23,250 loading and how we want to identify a 190 00:06:23,250 --> 00:06:24,840 bit mass because in general you know you 191 00:06:24,840 --> 00:06:26,310 don't want to have to have huge tables 192 00:06:26,310 --> 00:06:28,860 of strings in your code at least I don't 193 00:06:28,860 --> 00:06:31,169 and so that's not something that I would 194 00:06:31,169 --> 00:06:32,910 encourage you to do when you're actually 195 00:06:32,910 --> 00:06:35,310 doing the real code but for now it's 196 00:06:35,310 --> 00:06:36,419 exactly the right thing to do because 197 00:06:36,419 --> 00:06:37,590 you do not want to be thinking about 198 00:06:37,590 --> 00:06:39,510 that while you're trying to work on 199 00:06:39,510 --> 00:06:40,650 other pieces of the code 200 00:06:40,650 --> 00:06:43,020 so here is the the set of files that we 201 00:06:43,020 --> 00:06:45,630 have we have front back left and right 202 00:06:45,630 --> 00:06:47,520 I'm not sure what the best way to map 203 00:06:47,520 --> 00:06:52,919 those to 0 1 2 & 3 are at the moment so 204 00:06:52,919 --> 00:06:55,740 I guess maybe what I will say is let's 205 00:06:55,740 --> 00:06:59,310 go ahead and just do we'll just do maybe 206 00:06:59,310 --> 00:07:02,850 start with with moving right in in that 207 00:07:02,850 --> 00:07:05,580 0 slot and then you know I'll go I'll 208 00:07:05,580 --> 00:07:06,990 basically do it almost like it was a 209 00:07:06,990 --> 00:07:09,120 circle so then there's the there's up 210 00:07:09,120 --> 00:07:14,699 it's after that like so and then this 211 00:07:14,699 --> 00:07:20,070 would be left right and I guess it's not 212 00:07:20,070 --> 00:07:22,050 it's not up it's actually that's that's 213 00:07:22,050 --> 00:07:25,680 looking at his back right like so and 214 00:07:25,680 --> 00:07:28,410 then and then front is down here you've 215 00:07:28,410 --> 00:07:30,270 already got and so that'll load all 216 00:07:30,270 --> 00:07:31,889 those bitmaps into memory for us and 217 00:07:31,889 --> 00:07:34,199 it'll just go ahead and be using those 218 00:07:34,199 --> 00:07:39,210 for the entire run of the game at the 219 00:07:39,210 --> 00:07:41,910 moment if I go ahead and compile then we 220 00:07:41,910 --> 00:07:43,350 will not be able to find that when we do 221 00:07:43,350 --> 00:07:45,030 the hero head but we should be able to 222 00:07:45,030 --> 00:07:47,760 do here a bitmap 0 dot had and now we 223 00:07:47,760 --> 00:07:49,320 should basically be back to exactly 224 00:07:49,320 --> 00:07:51,720 where we were before only now he's you 225 00:07:51,720 --> 00:07:53,090 know the other facing direction right 226 00:07:53,090 --> 00:07:56,490 but I'm gonna need actually to draw well 227 00:07:56,490 --> 00:07:57,990 you know what I don't know why I keep 228 00:07:57,990 --> 00:07:59,460 forgetting the fact that I can always 229 00:07:59,460 --> 00:08:01,500 leave the code running we don't actually 230 00:08:01,500 --> 00:08:04,320 have to don't have to I guess it said 231 00:08:04,320 --> 00:08:05,789 just from a lot of stuff that I worked 232 00:08:05,789 --> 00:08:07,229 on day to day doesn't have this feature 233 00:08:07,229 --> 00:08:09,090 necessarily so you kind of get in the 234 00:08:09,090 --> 00:08:09,419 habit 235 00:08:09,419 --> 00:08:12,630 unfortunately oops that's not right so 236 00:08:12,630 --> 00:08:15,240 if I have the head I have the torso and 237 00:08:15,240 --> 00:08:17,190 I have the cape I guess the cape comes 238 00:08:17,190 --> 00:08:19,020 over the torso basically want to do is I 239 00:08:19,020 --> 00:08:20,340 want to draw these in reverse order 240 00:08:20,340 --> 00:08:21,479 because remember this is a lot like 241 00:08:21,479 --> 00:08:23,010 Photoshop things get layered on top of 242 00:08:23,010 --> 00:08:25,289 each other so what I actually want is I 243 00:08:25,289 --> 00:08:26,910 want the torso first if that's the thing 244 00:08:26,910 --> 00:08:29,729 that's the lowest down in terms of what 245 00:08:29,729 --> 00:08:31,229 gets shown then the Cape gets laid on 246 00:08:31,229 --> 00:08:32,729 top of that then the head on top of that 247 00:08:32,729 --> 00:08:34,979 and in theory that should reconstruct my 248 00:08:34,979 --> 00:08:38,610 hero if if I'm not very much mistaken 249 00:08:38,610 --> 00:08:40,229 and yes there he is 250 00:08:40,229 --> 00:08:42,060 there's the little hero fellow and he is 251 00:08:42,060 --> 00:08:44,400 facing in the in the direction to the 252 00:08:44,400 --> 00:08:45,810 right which is what I expected 253 00:08:45,810 --> 00:08:49,709 now I probably could also say here you 254 00:08:49,709 --> 00:08:52,350 know if I had a facing direction for the 255 00:08:52,350 --> 00:08:53,940 little fellow right 256 00:08:53,940 --> 00:08:56,280 have facing direction equals zero let's 257 00:08:56,280 --> 00:08:58,440 say and I went in here and said you know 258 00:08:58,440 --> 00:09:00,180 facing Direction like this or something 259 00:09:00,180 --> 00:09:02,880 then I would be able to also sort of 260 00:09:02,880 --> 00:09:06,870 flip him around I suppose as I as I go 261 00:09:06,870 --> 00:09:09,180 right if I flip it to one there he goes 262 00:09:09,180 --> 00:09:13,560 - nice pacing that way three nice facing 263 00:09:13,560 --> 00:09:16,050 towards us and so if I wanted him to 264 00:09:16,050 --> 00:09:17,670 basically face the direction that he's 265 00:09:17,670 --> 00:09:20,820 actually moving in 3000 okay don't think 266 00:09:20,820 --> 00:09:22,940 3000 is very good things like been there 267 00:09:22,940 --> 00:09:25,440 if I wanted to face for actually thing I 268 00:09:25,440 --> 00:09:27,420 just need some way of specifying what it 269 00:09:27,420 --> 00:09:29,420 was whatever that last direction was 270 00:09:29,420 --> 00:09:31,410 that's the direction in which he moved 271 00:09:31,410 --> 00:09:33,450 right so if I go in here and I just say 272 00:09:33,450 --> 00:09:35,700 all right that facing direction you know 273 00:09:35,700 --> 00:09:37,920 hero facing Direction is now a parameter 274 00:09:37,920 --> 00:09:39,480 and then out here I can go ahead and 275 00:09:39,480 --> 00:09:43,850 grab out the hero bitmaps thing that 276 00:09:43,850 --> 00:09:46,830 that is appropriate based on that facing 277 00:09:46,830 --> 00:09:48,440 Direction right I can go ahead and do 278 00:09:48,440 --> 00:09:55,250 you know game state hero bitmaps for 279 00:09:55,250 --> 00:09:59,250 game state hero facing direction that 280 00:09:59,250 --> 00:10:01,410 would give me back that bitmap that I 281 00:10:01,410 --> 00:10:03,390 actually want the whichever one you know 282 00:10:03,390 --> 00:10:04,980 it's actually supposed to be and so then 283 00:10:04,980 --> 00:10:06,390 if I go in here and just go ahead and 284 00:10:06,390 --> 00:10:08,460 change these all to sort of operate off 285 00:10:08,460 --> 00:10:10,770 of that then I've sort of made it so 286 00:10:10,770 --> 00:10:13,410 that we can easily store in the game 287 00:10:13,410 --> 00:10:15,360 strip state structure what it actually 288 00:10:15,360 --> 00:10:19,050 is we want the hero facing direction to 289 00:10:19,050 --> 00:10:23,730 be so if I go ahead and go over to the 290 00:10:23,730 --> 00:10:25,200 code where we actually move the guy 291 00:10:25,200 --> 00:10:28,230 around right with move up move down move 292 00:10:28,230 --> 00:10:29,970 left and move right it'd be pretty 293 00:10:29,970 --> 00:10:32,280 trivial for me to sort of go and just 294 00:10:32,280 --> 00:10:34,290 set it to whichever key down you press 295 00:10:34,290 --> 00:10:35,970 laughs which is a totally reasonable 296 00:10:35,970 --> 00:10:37,920 thing to do for now since we don't 297 00:10:37,920 --> 00:10:39,510 really again we haven't done that vector 298 00:10:39,510 --> 00:10:41,730 mask so we can't really do much we 299 00:10:41,730 --> 00:10:43,230 haven't really written any real hero 300 00:10:43,230 --> 00:10:45,930 movement code yet and so it's it's you 301 00:10:45,930 --> 00:10:47,130 know it's not really gonna be something 302 00:10:47,130 --> 00:10:49,350 that we can do anything fancy with yet 303 00:10:49,350 --> 00:10:51,060 but for now we can certainly set the 304 00:10:51,060 --> 00:10:53,490 hero facing direction to whichever thing 305 00:10:53,490 --> 00:10:56,460 you actually push down last so if the 306 00:10:56,460 --> 00:11:00,180 hero you know was was was moving upward 307 00:11:00,180 --> 00:11:01,710 we can set it to that moving up 308 00:11:01,710 --> 00:11:02,940 direction if the hero was moving 309 00:11:02,940 --> 00:11:04,370 downward we can side to that moving down 310 00:11:04,370 --> 00:11:07,080 you know the left 311 00:11:07,080 --> 00:11:09,540 and the right like so and then if I go 312 00:11:09,540 --> 00:11:11,310 ahead and compile that or what's these 313 00:11:11,310 --> 00:11:12,840 are supposed to be address of the bitmap 314 00:11:12,840 --> 00:11:15,450 there now I should have a way to 315 00:11:15,450 --> 00:11:18,360 basically have my my dude change 316 00:11:18,360 --> 00:11:19,260 direction 317 00:11:19,260 --> 00:11:23,190 oops and I've got I miss I miss typed at 318 00:11:23,190 --> 00:11:25,740 once there so I've ever did my my two 319 00:11:25,740 --> 00:11:27,090 directions what did I do 320 00:11:27,090 --> 00:11:30,720 let's see here so if we're moving left 321 00:11:30,720 --> 00:11:32,850 yes left is supposed to be to right is 322 00:11:32,850 --> 00:11:34,350 supposed to be zero that's that's what I 323 00:11:34,350 --> 00:11:35,730 said when I made it but I didn't 324 00:11:35,730 --> 00:11:37,740 actually do it and so now the hero 325 00:11:37,740 --> 00:11:39,570 actually does change for whatever 326 00:11:39,570 --> 00:11:42,030 direction he moves in and I'd like to go 327 00:11:42,030 --> 00:11:43,860 ahead and Center him on his rectangle as 328 00:11:43,860 --> 00:11:45,660 well you'll notice that basically the 329 00:11:45,660 --> 00:11:49,310 bitmap right now we we do have something 330 00:11:49,310 --> 00:11:52,440 in fact this is probably something worth 331 00:11:52,440 --> 00:11:53,940 talking about because we haven't really 332 00:11:53,940 --> 00:11:55,980 addressed it and in the art assets yet 333 00:11:55,980 --> 00:11:57,930 we're not actually at the level of 334 00:11:57,930 --> 00:11:59,370 loading art assets where this sort of 335 00:11:59,370 --> 00:12:00,660 stuff comes into play but we'll need to 336 00:12:00,660 --> 00:12:03,210 do something as sort of a temporary a 337 00:12:03,210 --> 00:12:06,240 temporary fix to it if you consider the 338 00:12:06,240 --> 00:12:08,520 fact if you consider what these bitmaps 339 00:12:08,520 --> 00:12:11,850 actually are right if we actually go and 340 00:12:11,850 --> 00:12:14,760 you can see we're drawing the player's 341 00:12:14,760 --> 00:12:16,980 bitmaps right all those three bitmaps 342 00:12:16,980 --> 00:12:19,500 we're drawing them with this upper left 343 00:12:19,500 --> 00:12:21,510 corner here this this is the point the 344 00:12:21,510 --> 00:12:24,330 position that we're passing when we say 345 00:12:24,330 --> 00:12:26,580 we want to draw those bitmaps there's a 346 00:12:26,580 --> 00:12:28,560 bunch of information kind of there's a 347 00:12:28,560 --> 00:12:30,120 bunch of sort of assumed information 348 00:12:30,120 --> 00:12:31,980 that's all getting baked in there and 349 00:12:31,980 --> 00:12:33,690 it's why for example the hero is kind of 350 00:12:33,690 --> 00:12:35,850 nowhere near where our rectangle thinks 351 00:12:35,850 --> 00:12:36,990 he should be this was our little test 352 00:12:36,990 --> 00:12:38,610 rectangle that said where we thought the 353 00:12:38,610 --> 00:12:40,800 hero should be and so it's not at all 354 00:12:40,800 --> 00:12:43,770 correct right we'd expect the hero to 355 00:12:43,770 --> 00:12:45,510 kind of be standing up you know with his 356 00:12:45,510 --> 00:12:47,010 feet roughly where at the bottom of the 357 00:12:47,010 --> 00:12:49,530 rectangle where was for example but 358 00:12:49,530 --> 00:12:51,480 that's not at all what's happening and 359 00:12:51,480 --> 00:12:54,920 so considering that situation right 360 00:12:54,920 --> 00:12:56,700 what's going on there 361 00:12:56,700 --> 00:12:59,460 well if you look at what we've got in 362 00:12:59,460 --> 00:13:02,670 terms of assets if you go into the test 363 00:13:02,670 --> 00:13:04,050 directory and look at what these assets 364 00:13:04,050 --> 00:13:06,420 are let's say we open one of them up 365 00:13:06,420 --> 00:13:08,730 well watch they'll open up all three for 366 00:13:08,730 --> 00:13:10,650 a given facing Direction we'll open up 367 00:13:10,650 --> 00:13:13,080 the front facing ones for now inside 368 00:13:13,080 --> 00:13:16,170 GIMP and what you can actually see if 369 00:13:16,170 --> 00:13:17,730 you take a look at these guys in fact 370 00:13:17,730 --> 00:13:19,350 you know what I can do to that was 371 00:13:19,350 --> 00:13:20,290 probably the wrong way to 372 00:13:20,290 --> 00:13:23,290 a course that opens three different 373 00:13:23,290 --> 00:13:25,240 copies of GIMP there for me thank you so 374 00:13:25,240 --> 00:13:26,350 much GIMP 375 00:13:26,350 --> 00:13:28,120 what I'll actually do is I'll go ahead 376 00:13:28,120 --> 00:13:30,279 and we have the front torso loaded I'm 377 00:13:30,279 --> 00:13:32,620 gonna load the head and the cape and so 378 00:13:32,620 --> 00:13:34,029 now they're all in there as a layer 379 00:13:34,029 --> 00:13:35,620 right they're all in as theirs as layers 380 00:13:35,620 --> 00:13:37,540 and what you can see is basically the 381 00:13:37,540 --> 00:13:39,730 the way the art comes in because these 382 00:13:39,730 --> 00:13:41,440 are raw our assets that we're loading we 383 00:13:41,440 --> 00:13:42,819 haven't process number than anything to 384 00:13:42,819 --> 00:13:44,920 them basically they're just a giant 385 00:13:44,920 --> 00:13:46,810 empty space around the guy which is 386 00:13:46,810 --> 00:13:48,550 totally fine like we want that that's 387 00:13:48,550 --> 00:13:49,839 what you want your artist to give you 388 00:13:49,839 --> 00:13:52,060 but then you need to do work to kind of 389 00:13:52,060 --> 00:13:53,860 process those down into final art assets 390 00:13:53,860 --> 00:13:54,970 that you would use and you would store 391 00:13:54,970 --> 00:13:56,319 all that up to space obviously and so on 392 00:13:56,319 --> 00:13:58,690 so forth but the other important part of 393 00:13:58,690 --> 00:14:00,880 this is that there's essentially an 394 00:14:00,880 --> 00:14:03,089 implicit hot spot defined here 395 00:14:03,089 --> 00:14:04,870 oftentimes what it's called it's 396 00:14:04,870 --> 00:14:06,759 oftentimes called a hot spot on that's 397 00:14:06,759 --> 00:14:08,829 like the old-school term for it it's 398 00:14:08,829 --> 00:14:10,810 it's sort of what the used to call like 399 00:14:10,810 --> 00:14:12,430 cursor locations and stuff that you'd 400 00:14:12,430 --> 00:14:14,110 use for offsets it's I don't actually 401 00:14:14,110 --> 00:14:16,690 know why the term is what it is 402 00:14:16,690 --> 00:14:18,490 but there's an implicit sort of 403 00:14:18,490 --> 00:14:21,430 alignment point you could think of which 404 00:14:21,430 --> 00:14:23,680 is basically right down here where the 405 00:14:23,680 --> 00:14:26,139 dude is standing is where we kind of 406 00:14:26,139 --> 00:14:27,970 want to position him in the world right 407 00:14:27,970 --> 00:14:31,899 we want to have this point aligned with 408 00:14:31,899 --> 00:14:34,060 where we think the player's position is 409 00:14:34,060 --> 00:14:35,740 like something like that right basically 410 00:14:35,740 --> 00:14:38,050 right where he would be sort of standing 411 00:14:38,050 --> 00:14:39,569 where he would be touching the ground 412 00:14:39,569 --> 00:14:42,760 right and we don't actually have that 413 00:14:42,760 --> 00:14:44,769 information yet and so what we're gonna 414 00:14:44,769 --> 00:14:46,720 have to do in our eventual real art 415 00:14:46,720 --> 00:14:48,610 files is we will have to have those 416 00:14:48,610 --> 00:14:51,339 registration marks basically in there or 417 00:14:51,339 --> 00:14:52,690 we'll have to set them manually one of 418 00:14:52,690 --> 00:14:54,130 the other doesn't matter but you have to 419 00:14:54,130 --> 00:14:56,800 do something along those lines and so if 420 00:14:56,800 --> 00:14:59,050 I look in there I can actually see down 421 00:14:59,050 --> 00:15:01,779 in the bottom here right here GIMP will 422 00:15:01,779 --> 00:15:03,670 tell me what those pixel coordinates are 423 00:15:03,670 --> 00:15:08,410 like 72 180 270 2 , 182 right you can 424 00:15:08,410 --> 00:15:10,540 see as I move those are the X&Y 425 00:15:10,540 --> 00:15:12,610 positions so we can go ahead and put 426 00:15:12,610 --> 00:15:16,380 that in there we can say that it's 72 427 00:15:16,380 --> 00:15:20,139 roughly 72 182 for that particular 428 00:15:20,139 --> 00:15:22,329 facing direction right and that's that's 429 00:15:22,329 --> 00:15:26,019 the one where he's facing the front so 430 00:15:26,019 --> 00:15:27,600 in the one where he's facing the front 431 00:15:27,600 --> 00:15:29,800 and in fact I guess we could sort of do 432 00:15:29,800 --> 00:15:33,580 it here so that's it's 72 433 00:15:33,580 --> 00:15:37,209 and 182 for the X and the y we could go 434 00:15:37,209 --> 00:15:38,500 ahead and make this a little more 435 00:15:38,500 --> 00:15:40,930 concise here and basically say well okay 436 00:15:40,930 --> 00:15:42,310 there's these hero bitmaps and we're 437 00:15:42,310 --> 00:15:44,680 going to introduce another thing which 438 00:15:44,680 --> 00:15:48,779 is basically the align X and align Y 439 00:15:48,779 --> 00:15:52,390 right for this bitmap set so that we 440 00:15:52,390 --> 00:15:54,250 kind of know how to position them 441 00:15:54,250 --> 00:15:56,709 relative to the points that we actually 442 00:15:56,709 --> 00:16:04,079 care about in the world that makes sense 443 00:16:04,079 --> 00:16:10,209 okay so what we want to do is we want to 444 00:16:10,209 --> 00:16:11,800 basically have those registrations that 445 00:16:11,800 --> 00:16:14,829 will just hard code for now into this 446 00:16:14,829 --> 00:16:16,630 part of ourselves and then when we get 447 00:16:16,630 --> 00:16:17,769 to the point where we actually are 448 00:16:17,769 --> 00:16:19,810 talking about putting large numbers of 449 00:16:19,810 --> 00:16:22,690 assets into the game what we'll need to 450 00:16:22,690 --> 00:16:24,250 do is we'll need to have a way of 451 00:16:24,250 --> 00:16:25,870 actually loading that data from 452 00:16:25,870 --> 00:16:27,550 somewhere like that data will have to be 453 00:16:27,550 --> 00:16:29,800 produced in a more efficient fashion we 454 00:16:29,800 --> 00:16:31,660 probably don't want to sit here and hand 455 00:16:31,660 --> 00:16:33,040 code it ourselves what we'd rather have 456 00:16:33,040 --> 00:16:34,810 is some way of just marking it in 457 00:16:34,810 --> 00:16:36,010 Photoshop or whatever it is and then 458 00:16:36,010 --> 00:16:37,420 when those alright access get exported 459 00:16:37,420 --> 00:16:39,040 we'll make sure they get exported to 460 00:16:39,040 --> 00:16:40,839 something that we can read when we 461 00:16:40,839 --> 00:16:44,200 process our art assets so I'm going to 462 00:16:44,200 --> 00:16:46,810 go ahead here and just do something like 463 00:16:46,810 --> 00:16:49,050 this where we can sort of have a nice 464 00:16:49,050 --> 00:16:51,490 yeah something like that 465 00:16:51,490 --> 00:16:54,220 in fact I guess what I could do yeah 466 00:16:54,220 --> 00:16:55,690 this is actually pretty easy you could 467 00:16:55,690 --> 00:16:57,970 actually do this and then I'll just do 468 00:16:57,970 --> 00:17:02,290 bitmap Arrowhead equals debug load like 469 00:17:02,290 --> 00:17:08,589 so and and bitmap arrow Cape so just 470 00:17:08,589 --> 00:17:09,939 clean things up a little bit here so 471 00:17:09,939 --> 00:17:13,150 there's not quite so verbose there we go 472 00:17:13,150 --> 00:17:16,929 and now I'll also do bitmap align x 473 00:17:16,929 --> 00:17:19,390 equals something and bitmap align y 474 00:17:19,390 --> 00:17:21,610 equals something and then I'll move on 475 00:17:21,610 --> 00:17:24,250 to the next fit map right so this will 476 00:17:24,250 --> 00:17:26,709 just load our hero bitmaps as they work 477 00:17:26,709 --> 00:17:28,840 so I'm just gonna go ahead and make that 478 00:17:28,840 --> 00:17:32,020 change everywhere I think I can probably 479 00:17:32,020 --> 00:17:35,380 I don't know you know it's always dicey 480 00:17:35,380 --> 00:17:37,720 when I do this but we're gonna do it 481 00:17:37,720 --> 00:17:39,880 anyway I think I think it's just it's 482 00:17:39,880 --> 00:17:41,950 the right time to do it people and you 483 00:17:41,950 --> 00:17:43,360 know when it's the right time to do it 484 00:17:43,360 --> 00:17:46,150 you know and when it's the right time 485 00:17:46,150 --> 00:17:46,840 you kind 486 00:17:46,840 --> 00:17:48,520 just got to go with it you kind of got a 487 00:17:48,520 --> 00:17:52,029 go with the flow sometimes so there we 488 00:17:52,029 --> 00:17:54,010 go with that and then we'll put that 489 00:17:54,010 --> 00:17:56,470 here so let's go ahead and get that 490 00:17:56,470 --> 00:17:58,779 going on there we go to clean that up 491 00:17:58,779 --> 00:18:02,559 and now we've got something a little 492 00:18:02,559 --> 00:18:07,270 more respectable in terms of code we can 493 00:18:07,270 --> 00:18:09,429 use okay so I'm gonna go ahead and just 494 00:18:09,429 --> 00:18:12,190 manually for now do those offsets but 495 00:18:12,190 --> 00:18:13,720 again that's just something you know 496 00:18:13,720 --> 00:18:15,419 something definitely to pay attention to 497 00:18:15,419 --> 00:18:18,100 you know if you didn't have me sitting 498 00:18:18,100 --> 00:18:19,390 here telling you the sorts of things 499 00:18:19,390 --> 00:18:21,039 that we'll probably do because I've done 500 00:18:21,039 --> 00:18:23,710 on stuff like this before this would 501 00:18:23,710 --> 00:18:25,330 basically a place where you'd want to 502 00:18:25,330 --> 00:18:28,120 think in your head you know I don't want 503 00:18:28,120 --> 00:18:30,370 to be sitting here manually open up 504 00:18:30,370 --> 00:18:31,990 these bitmaps every time the artist 505 00:18:31,990 --> 00:18:34,029 changes something looking to see where 506 00:18:34,029 --> 00:18:36,190 that alignment point is like you can see 507 00:18:36,190 --> 00:18:38,409 that that's going to be something that's 508 00:18:38,409 --> 00:18:40,480 going to take time and you might art you 509 00:18:40,480 --> 00:18:41,559 know you kind of want to think to 510 00:18:41,559 --> 00:18:44,350 yourself what could what might we be 511 00:18:44,350 --> 00:18:47,380 able to do that could sort of speed that 512 00:18:47,380 --> 00:18:49,600 process up right like how could we how 513 00:18:49,600 --> 00:18:51,190 could we make a better way of setting 514 00:18:51,190 --> 00:18:53,590 these alignment points right and there's 515 00:18:53,590 --> 00:18:54,789 a lot of different ways you could do it 516 00:18:54,789 --> 00:18:56,020 but it's just something to be aware I'll 517 00:18:56,020 --> 00:18:57,370 be kind of like it raises that little 518 00:18:57,370 --> 00:18:59,740 red flag where you kind of got to think 519 00:18:59,740 --> 00:19:03,010 to yourself what you know what's the 520 00:19:03,010 --> 00:19:05,169 what's the end scheme here so it looks 521 00:19:05,169 --> 00:19:08,620 like a like these are roughly the same I 522 00:19:08,620 --> 00:19:11,440 don't know Yong Seon may have already 523 00:19:11,440 --> 00:19:14,220 just kind of lined everything up for us 524 00:19:14,220 --> 00:19:16,659 which is kind of nice so it looks like 525 00:19:16,659 --> 00:19:19,840 they may all be roughly the same so we 526 00:19:19,840 --> 00:19:22,330 won't have to really do yeah I think she 527 00:19:22,330 --> 00:19:24,220 might have although that one's a little 528 00:19:24,220 --> 00:19:26,260 different than than the other ones 529 00:19:26,260 --> 00:19:29,230 probably but we could probably use them 530 00:19:29,230 --> 00:19:33,580 all at the moment as as being 70 to 182 531 00:19:33,580 --> 00:19:35,110 that's what that's what actually they 532 00:19:35,110 --> 00:19:36,909 almost all look like is roughly that 533 00:19:36,909 --> 00:19:38,320 value so we'll leave it like that but we 534 00:19:38,320 --> 00:19:41,950 could tweak them later okay so now we've 535 00:19:41,950 --> 00:19:45,610 got these loaded mm-hmm there we go 536 00:19:45,610 --> 00:19:49,210 what why are you oh whoops that's no 537 00:19:49,210 --> 00:19:50,890 good I didn't even realize I still had 538 00:19:50,890 --> 00:19:54,309 the game loading my bad sorry guys okay 539 00:19:54,309 --> 00:19:56,980 so now we've got our little fellow there 540 00:19:56,980 --> 00:19:59,440 and what I want to do is like I said 541 00:19:59,440 --> 00:20:00,770 I've got the information 542 00:20:00,770 --> 00:20:02,030 there now where I could go ahead and 543 00:20:02,030 --> 00:20:04,340 correct for where he should be relative 544 00:20:04,340 --> 00:20:08,630 to that relative to the alignment point 545 00:20:08,630 --> 00:20:10,520 and so what I need to do is I need to 546 00:20:10,520 --> 00:20:12,710 have some way of actually taking that 547 00:20:12,710 --> 00:20:14,930 alignment into account so in here where 548 00:20:14,930 --> 00:20:16,190 I do this draw bitmap 549 00:20:16,190 --> 00:20:17,750 I want to basically be able to change 550 00:20:17,750 --> 00:20:19,940 the player left in the player top based 551 00:20:19,940 --> 00:20:22,850 on that alignment amount and so what I'm 552 00:20:22,850 --> 00:20:25,270 going to do is I'm going to introduce 553 00:20:25,270 --> 00:20:27,650 probably a new function here which is a 554 00:20:27,650 --> 00:20:31,550 draw a bitmap a line function or there 555 00:20:31,550 --> 00:20:32,840 is a different thing I could do which is 556 00:20:32,840 --> 00:20:34,370 I could make these basically be some 557 00:20:34,370 --> 00:20:37,220 kind of registered coordinates it's a 558 00:20:37,220 --> 00:20:40,640 little bit hard to say at the moment I 559 00:20:40,640 --> 00:20:48,610 think possibly in the interest of oh 560 00:20:48,610 --> 00:20:53,800 it's so tough to say sometimes you know 561 00:20:53,800 --> 00:20:56,420 I'm not sure how we want to do this yet 562 00:20:56,420 --> 00:20:59,270 so I think temporarily what I might do 563 00:20:59,270 --> 00:21:02,090 is I might just pass these as optional 564 00:21:02,090 --> 00:21:05,000 parameters into this thing we're gonna 565 00:21:05,000 --> 00:21:06,770 want to do something fancier than this 566 00:21:06,770 --> 00:21:08,870 later but I think we might just want to 567 00:21:08,870 --> 00:21:11,120 have it in there right there for now and 568 00:21:11,120 --> 00:21:14,030 we'll sort of when we have more of a 569 00:21:14,030 --> 00:21:15,620 renderer there's gonna be more clearer 570 00:21:15,620 --> 00:21:17,090 places where those should go in my 571 00:21:17,090 --> 00:21:18,560 opinion so I think for now we'll just 572 00:21:18,560 --> 00:21:20,990 leave it like that and we can go ahead 573 00:21:20,990 --> 00:21:24,500 and say that the the hero bitmaps align 574 00:21:24,500 --> 00:21:28,160 X and the hero bitmaps align Y can go 575 00:21:28,160 --> 00:21:31,090 ahead and get passed in there alright so 576 00:21:31,090 --> 00:21:33,950 we'll go ahead and compile that and what 577 00:21:33,950 --> 00:21:37,000 I want to do now right is I want to 578 00:21:37,000 --> 00:21:39,590 actually use those alignment points to 579 00:21:39,590 --> 00:21:41,480 offset the place where we would be 580 00:21:41,480 --> 00:21:44,660 drawing the guy and I think I actually 581 00:21:44,660 --> 00:21:48,380 have to kinda remember what we actually 582 00:21:48,380 --> 00:21:50,210 did for player we're passing player left 583 00:21:50,210 --> 00:21:52,220 and player top but that's not what we 584 00:21:52,220 --> 00:21:53,270 actually want anymore 585 00:21:53,270 --> 00:21:55,970 we actually just want the players actual 586 00:21:55,970 --> 00:21:59,930 location right so so we actually want to 587 00:21:59,930 --> 00:22:01,520 know where the player actually is we 588 00:22:01,520 --> 00:22:05,090 want a player ground point basically and 589 00:22:05,090 --> 00:22:08,720 and we want that ground point in X&Y and 590 00:22:08,720 --> 00:22:11,120 we what so so we don't really were not 591 00:22:11,120 --> 00:22:14,480 so interested necessarily in these sort 592 00:22:14,480 --> 00:22:14,690 of 593 00:22:14,690 --> 00:22:16,370 adjustments for the players height and 594 00:22:16,370 --> 00:22:18,140 the players width and so on right 595 00:22:18,140 --> 00:22:19,700 that's not actually what we want to see 596 00:22:19,700 --> 00:22:22,460 what we want to see here is we want to 597 00:22:22,460 --> 00:22:24,860 see let's see something more like that 598 00:22:24,860 --> 00:22:26,330 so that's gonna be the player ground 599 00:22:26,330 --> 00:22:27,800 plane X and then player ground point Y 600 00:22:27,800 --> 00:22:31,670 and then I'll go ahead and keep 601 00:22:31,670 --> 00:22:33,800 computing the location for our rectangle 602 00:22:33,800 --> 00:22:34,910 as well you might as well leave that 603 00:22:34,910 --> 00:22:37,040 drawing but then in here so what I want 604 00:22:37,040 --> 00:22:39,110 to do is I want to pass those points 605 00:22:39,110 --> 00:22:41,150 that were aligning to right so I'm gonna 606 00:22:41,150 --> 00:22:43,250 pass those instead of the the left on 607 00:22:43,250 --> 00:22:46,700 top that's a player ground point Y there 608 00:22:46,700 --> 00:22:47,210 we go 609 00:22:47,210 --> 00:22:49,160 so now we're passing the right things in 610 00:22:49,160 --> 00:22:50,720 and now that should make our guy up here 611 00:22:50,720 --> 00:22:52,520 even more off-center because we're now 612 00:22:52,520 --> 00:22:54,320 passing this point right here which 613 00:22:54,320 --> 00:22:55,940 means it's drawing like this so now we 614 00:22:55,940 --> 00:22:57,830 have to do is do that alignment to get 615 00:22:57,830 --> 00:23:00,290 him back up to the right place so if I 616 00:23:00,290 --> 00:23:02,630 go into that drop bitmap call you can 617 00:23:02,630 --> 00:23:05,150 sort of see it's not gonna be 618 00:23:05,150 --> 00:23:07,100 particularly difficult we've got our 619 00:23:07,100 --> 00:23:09,230 real X and our real Y that coming in 620 00:23:09,230 --> 00:23:11,510 here basically all we have to do is 621 00:23:11,510 --> 00:23:14,360 subtract from those the values that we 622 00:23:14,360 --> 00:23:16,580 have for our alignment right all we need 623 00:23:16,580 --> 00:23:19,130 to do is say we want this align X and 624 00:23:19,130 --> 00:23:22,310 this align Y to actually be sort of the 625 00:23:22,310 --> 00:23:25,400 the alignment point versus the point 626 00:23:25,400 --> 00:23:27,320 that we've been passed in so if you 627 00:23:27,320 --> 00:23:29,480 think about what happens I'll go ahead 628 00:23:29,480 --> 00:23:31,160 and draw it out for you here on our on 629 00:23:31,160 --> 00:23:32,660 our handy-dandy whiteboard I don't know 630 00:23:32,660 --> 00:23:35,660 why krita's still is passing a hand for 631 00:23:35,660 --> 00:23:38,600 our cursor nobody really knows we don't 632 00:23:38,600 --> 00:23:41,060 try to understand Crito we just accept 633 00:23:41,060 --> 00:23:42,830 the fact that it does what it does and 634 00:23:42,830 --> 00:23:46,730 so what I'm doing here right is we've 635 00:23:46,730 --> 00:23:48,410 got a blitt routine and the blitt 636 00:23:48,410 --> 00:23:49,460 routine is going to draw a rectangle 637 00:23:49,460 --> 00:23:51,110 from like an upper corner it's gonna 638 00:23:51,110 --> 00:23:53,960 copy these rows in here right but what 639 00:23:53,960 --> 00:23:56,480 we have is we have a registration mark 640 00:23:56,480 --> 00:23:59,390 right in the world but basically where 641 00:23:59,390 --> 00:24:01,100 the player ground point is so this is 642 00:24:01,100 --> 00:24:03,380 the ground point right and then we have 643 00:24:03,380 --> 00:24:05,690 a bitmap that also has a registration 644 00:24:05,690 --> 00:24:08,210 mark in it right that's measured from 645 00:24:08,210 --> 00:24:11,120 that upper corner so what we want to do 646 00:24:11,120 --> 00:24:12,890 if we are saying that these two 647 00:24:12,890 --> 00:24:15,350 registration marks should line up then 648 00:24:15,350 --> 00:24:18,380 we're relative to the ground point where 649 00:24:18,380 --> 00:24:21,620 would we draw right that this bitmap 650 00:24:21,620 --> 00:24:23,990 well the answer is we just invert right 651 00:24:23,990 --> 00:24:25,760 whatever this was if we're saying that 652 00:24:25,760 --> 00:24:28,580 the align X and the line Y is how you 653 00:24:28,580 --> 00:24:30,890 from the upper corner to the alignment 654 00:24:30,890 --> 00:24:32,750 point then getting back to the upper 655 00:24:32,750 --> 00:24:34,730 corner is just gonna be a matter of 656 00:24:34,730 --> 00:24:36,890 subtracting them right and so that's all 657 00:24:36,890 --> 00:24:38,390 I'm going to actually do here because 658 00:24:38,390 --> 00:24:39,770 I'm just going to go ahead and subtract 659 00:24:39,770 --> 00:24:43,010 those aligned X and aligned Y points so 660 00:24:43,010 --> 00:24:44,780 that I can offset my bitmap by the 661 00:24:44,780 --> 00:24:46,340 amount that we possible that would be 662 00:24:46,340 --> 00:24:48,190 necessary to move those alignment points 663 00:24:48,190 --> 00:24:51,980 into into coinciding right and so now 664 00:24:51,980 --> 00:24:55,250 you can see our little hero fellow he 665 00:24:55,250 --> 00:24:57,140 actually is properly aligned with where 666 00:24:57,140 --> 00:24:58,610 we thought he should be and that's all 667 00:24:58,610 --> 00:25:00,680 good he's a little off in though in the 668 00:25:00,680 --> 00:25:02,120 direction that I said maybe he would be 669 00:25:02,120 --> 00:25:04,340 off in which is the side ones I wasn't 670 00:25:04,340 --> 00:25:05,540 sure what we should set those alignments 671 00:25:05,540 --> 00:25:07,160 to you but he's for the most part pretty 672 00:25:07,160 --> 00:25:10,490 much fine and so that's a lot better 673 00:25:10,490 --> 00:25:12,230 than what we had in there before now 674 00:25:12,230 --> 00:25:14,000 what I'd like to do is I'd like to get 675 00:25:14,000 --> 00:25:16,940 back to screen based stuff here you know 676 00:25:16,940 --> 00:25:18,710 we had our tile map and then we started 677 00:25:18,710 --> 00:25:20,450 doing scrolling just as a test thing I'd 678 00:25:20,450 --> 00:25:21,950 like to get back to having things fixed 679 00:25:21,950 --> 00:25:24,920 on the screen where we just walk in and 680 00:25:24,920 --> 00:25:26,600 we walk around the screen instead of the 681 00:25:26,600 --> 00:25:28,520 screen scrolling around us so I'd like 682 00:25:28,520 --> 00:25:30,620 to go back and and and change things 683 00:25:30,620 --> 00:25:33,190 back to going that way for a while until 684 00:25:33,190 --> 00:25:35,870 just because I that's sort of the way 685 00:25:35,870 --> 00:25:37,700 the game will mostly be played and we 686 00:25:37,700 --> 00:25:38,900 don't kind of want this random stuff in 687 00:25:38,900 --> 00:25:40,070 here for now because we're gonna start 688 00:25:40,070 --> 00:25:41,450 working with the players actual movement 689 00:25:41,450 --> 00:25:45,740 code alright so hopefully that was all 690 00:25:45,740 --> 00:25:46,820 very straightforward nothing 691 00:25:46,820 --> 00:25:48,470 particularly unusual going on there 692 00:25:48,470 --> 00:25:50,990 let's see we got about 30 minutes left 693 00:25:50,990 --> 00:25:59,710 which is quite some time okay 694 00:25:59,710 --> 00:26:02,840 so what I want to do now is kind of 695 00:26:02,840 --> 00:26:05,020 figure out some way to keep our camera 696 00:26:05,020 --> 00:26:07,250 centered so that we can have our tile 697 00:26:07,250 --> 00:26:09,350 maps back also I feel like we can 698 00:26:09,350 --> 00:26:12,740 probably at this point stop drawing the 699 00:26:12,740 --> 00:26:15,170 crazy backdrop for now well I mean we 700 00:26:15,170 --> 00:26:16,580 could keep drawing that backdrop I guess 701 00:26:16,580 --> 00:26:18,680 we could do a number of things I'd have 702 00:26:18,680 --> 00:26:20,030 to think about exactly what we should be 703 00:26:20,030 --> 00:26:22,550 doing it's a little bit difficult to say 704 00:26:22,550 --> 00:26:24,830 because again trying to manage stuff at 705 00:26:24,830 --> 00:26:26,000 this stage in the game we're kind of 706 00:26:26,000 --> 00:26:27,740 thinking about all the different places 707 00:26:27,740 --> 00:26:30,860 we could go there's so much there are so 708 00:26:30,860 --> 00:26:32,450 many different places that we can go 709 00:26:32,450 --> 00:26:34,490 obviously exploring because we have 710 00:26:34,490 --> 00:26:36,920 every every part of the system is still 711 00:26:36,920 --> 00:26:39,140 pretty much up in the air but basically 712 00:26:39,140 --> 00:26:41,990 I guess what I'd say is do we want to 713 00:26:41,990 --> 00:26:42,680 leave that 714 00:26:42,680 --> 00:26:44,510 drawing the back up in there you know 715 00:26:44,510 --> 00:26:46,430 maybe we do at the very least what I'd 716 00:26:46,430 --> 00:26:49,100 like to do is just leave the sort of the 717 00:26:49,100 --> 00:26:52,250 world fixed for now yeah so what I'd 718 00:26:52,250 --> 00:26:54,590 like to do is I'd like to change it so 719 00:26:54,590 --> 00:26:56,780 that instead of drawing out from around 720 00:26:56,780 --> 00:26:58,070 the player because you remember this 721 00:26:58,070 --> 00:26:59,990 right here drew our tile maps this was 722 00:26:59,990 --> 00:27:02,570 our little debug thing for drawing what 723 00:27:02,570 --> 00:27:05,180 was filled in the tile map I think what 724 00:27:05,180 --> 00:27:07,010 I'm going to do is I'm going to change 725 00:27:07,010 --> 00:27:10,250 it so that we have both a player P and a 726 00:27:10,250 --> 00:27:13,490 camera P right so now I have a place 727 00:27:13,490 --> 00:27:15,290 where the camera is looking and I have a 728 00:27:15,290 --> 00:27:16,670 place where the players looking and 729 00:27:16,670 --> 00:27:18,470 they're not going to be the same anymore 730 00:27:18,470 --> 00:27:21,050 so now the camera P is basically going 731 00:27:21,050 --> 00:27:29,480 to be you know the place around which we 732 00:27:29,480 --> 00:27:31,250 Center that tile map rendering so all 733 00:27:31,250 --> 00:27:33,920 the same stuff we were doing here we're 734 00:27:33,920 --> 00:27:35,540 gonna do it's just we're not going to do 735 00:27:35,540 --> 00:27:37,880 them from the player Pete right instead 736 00:27:37,880 --> 00:27:40,370 of player P in here we're gonna do it 737 00:27:40,370 --> 00:27:43,190 from this perspective of the camera and 738 00:27:43,190 --> 00:27:44,990 so what we were doing remember if you 739 00:27:44,990 --> 00:27:46,850 remember how we drew this tile map we 740 00:27:46,850 --> 00:27:48,559 are essentially starting with whatever 741 00:27:48,559 --> 00:27:50,720 tau the player was on we were saying 742 00:27:50,720 --> 00:27:52,220 that was going to be centered in the 743 00:27:52,220 --> 00:27:53,720 very middle of the screen and then we 744 00:27:53,720 --> 00:27:55,190 were just gonna walk out words from 745 00:27:55,190 --> 00:27:58,309 there to the ten picked tiles on either 746 00:27:58,309 --> 00:28:02,330 side and I'm sorry ten pixels up and ten 747 00:28:02,330 --> 00:28:05,170 tiles up and down so 20 tiles total and 748 00:28:05,170 --> 00:28:08,150 40 tiles across so negative negative 22 749 00:28:08,150 --> 00:28:09,590 20 which is more than actually was on 750 00:28:09,590 --> 00:28:11,510 the screen we were kind of over drawing 751 00:28:11,510 --> 00:28:13,040 a little bit we were we were going a 752 00:28:13,040 --> 00:28:15,710 little bit further out so what I want to 753 00:28:15,710 --> 00:28:17,360 do is just say okay we're gonna do 754 00:28:17,360 --> 00:28:18,800 exactly the same thing only instead of 755 00:28:18,800 --> 00:28:20,150 walking out from the player station when 756 00:28:20,150 --> 00:28:22,220 I walk out from the cameras position so 757 00:28:22,220 --> 00:28:23,900 everywhere that there was a player P in 758 00:28:23,900 --> 00:28:25,820 here right I'm gonna change it to a 759 00:28:25,820 --> 00:28:28,220 camera P right and so that's that's how 760 00:28:28,220 --> 00:28:30,080 that's gonna work so now when we 761 00:28:30,080 --> 00:28:33,200 initialize that player position at the 762 00:28:33,200 --> 00:28:35,600 outset of the game we're going to 763 00:28:35,600 --> 00:28:37,640 initialize the camera position to be 764 00:28:37,640 --> 00:28:40,250 something logical as well so we 765 00:28:40,250 --> 00:28:42,770 initialize the player position somewhere 766 00:28:42,770 --> 00:28:45,380 in here there it is so we're gonna say 767 00:28:45,380 --> 00:28:47,150 that there's also a stage where we 768 00:28:47,150 --> 00:28:49,130 initialize the camera position and that 769 00:28:49,130 --> 00:28:50,750 camera position should just be let's say 770 00:28:50,750 --> 00:28:53,210 on that very first map that very first 771 00:28:53,210 --> 00:28:55,559 tile map down in the corner 772 00:28:55,559 --> 00:28:58,409 that Taichung I think we said basically 773 00:28:58,409 --> 00:29:01,440 our tile system was going to be roughly 774 00:29:01,440 --> 00:29:04,320 something like seventeen by nine or 775 00:29:04,320 --> 00:29:05,909 something like that I think is what we 776 00:29:05,909 --> 00:29:08,600 were saying so I'll do 17 divided by 2 777 00:29:08,600 --> 00:29:12,389 and 9 divided by 2 for what that was 778 00:29:12,389 --> 00:29:17,120 going to be game state camera P AB style 779 00:29:17,120 --> 00:29:21,960 y equals 9 divided by 2 and you know 780 00:29:21,960 --> 00:29:24,029 what it's interesting well I guess 781 00:29:24,029 --> 00:29:25,710 that's fine so there we go 782 00:29:25,710 --> 00:29:28,830 and we will go ahead and run that now 783 00:29:28,830 --> 00:29:29,850 and see where we get 784 00:29:29,850 --> 00:29:31,980 so essentially oh right and now we 785 00:29:31,980 --> 00:29:33,299 actually have to do the work for doing 786 00:29:33,299 --> 00:29:34,980 player position as well but now our 787 00:29:34,980 --> 00:29:38,039 camera is going to be fixed and remember 788 00:29:38,039 --> 00:29:39,690 we were cheating before we never 789 00:29:39,690 --> 00:29:40,830 actually computed where to draw the 790 00:29:40,830 --> 00:29:42,210 player we just drew him at the middle of 791 00:29:42,210 --> 00:29:43,710 the screen so now we actually have to 792 00:29:43,710 --> 00:29:45,240 compute where he is which means we're 793 00:29:45,240 --> 00:29:46,950 going to have to do a relative 794 00:29:46,950 --> 00:29:50,059 computation to see where is the player 795 00:29:50,059 --> 00:29:52,799 relative to the camera because we know 796 00:29:52,799 --> 00:29:54,869 the camera is at the screen center X and 797 00:29:54,869 --> 00:29:56,460 screen center Y we know that's where the 798 00:29:56,460 --> 00:29:59,159 camera is essentially going to be in 799 00:29:59,159 --> 00:30:00,539 sort of the space when we draw the 800 00:30:00,539 --> 00:30:02,789 screen because that's the definition of 801 00:30:02,789 --> 00:30:03,929 the center of the screen is wherever the 802 00:30:03,929 --> 00:30:06,360 camera is telling us to look so what we 803 00:30:06,360 --> 00:30:07,980 need to do is we need to add something 804 00:30:07,980 --> 00:30:10,409 to that right we need to say where is 805 00:30:10,409 --> 00:30:12,960 the player relative to the camera so 806 00:30:12,960 --> 00:30:14,429 that we know where to draw them relative 807 00:30:14,429 --> 00:30:17,190 to the center of the screen right and so 808 00:30:17,190 --> 00:30:19,230 what we need to do is we need to have 809 00:30:19,230 --> 00:30:21,330 essentially a subtraction operator and 810 00:30:21,330 --> 00:30:22,740 this kind of leads nicely into that mass 811 00:30:22,740 --> 00:30:24,269 that I was talking about so this is 812 00:30:24,269 --> 00:30:26,909 gonna be good because it will sort of it 813 00:30:26,909 --> 00:30:29,999 sort of is a nice segue if you will for 814 00:30:29,999 --> 00:30:31,200 talking about this tomorrow or Monday 815 00:30:31,200 --> 00:30:33,419 whenever we decide to transition over it 816 00:30:33,419 --> 00:30:35,249 to it but we've got these tile map 817 00:30:35,249 --> 00:30:36,570 positions and basically what we want to 818 00:30:36,570 --> 00:30:37,830 be able to do is we want to be able to 819 00:30:37,830 --> 00:30:40,289 subtract right we want to be able to say 820 00:30:40,289 --> 00:30:42,539 what is how do I get from one to another 821 00:30:42,539 --> 00:30:45,570 if I have the player and I have the 822 00:30:45,570 --> 00:30:46,950 camera how would I get from the camera 823 00:30:46,950 --> 00:30:47,999 to the player because that's the 824 00:30:47,999 --> 00:30:51,299 distance that I want to give in in sort 825 00:30:51,299 --> 00:30:52,619 of that's that's what I want to add to 826 00:30:52,619 --> 00:30:53,460 the screen Center to know where the 827 00:30:53,460 --> 00:31:00,659 player is right so so what I'm gonna do 828 00:31:00,659 --> 00:31:04,200 is I'm just gonna say okay let's 829 00:31:04,200 --> 00:31:06,299 actually pretend we have that let's 830 00:31:06,299 --> 00:31:08,129 actually just say that we had something 831 00:31:08,129 --> 00:31:09,310 that could do is subtract 832 00:31:09,310 --> 00:31:11,860 right and it could subtract a table map 833 00:31:11,860 --> 00:31:12,910 position from another tile in that 834 00:31:12,910 --> 00:31:15,670 position and will give us back the real 835 00:31:15,670 --> 00:31:18,820 32 answer right so I'm just throwing in 836 00:31:18,820 --> 00:31:19,990 a name for that at the moment I'm not 837 00:31:19,990 --> 00:31:21,400 suggesting this is actually gonna be the 838 00:31:21,400 --> 00:31:23,680 name eventually but that you know let's 839 00:31:23,680 --> 00:31:25,960 do that subtraction right well that 840 00:31:25,960 --> 00:31:29,260 subtraction is just going to be between 841 00:31:29,260 --> 00:31:35,020 the gain the the player P right and the 842 00:31:35,020 --> 00:31:39,570 camera P oops 843 00:31:39,570 --> 00:31:42,880 like so now of course we might as well 844 00:31:42,880 --> 00:31:44,590 just do we don't really want to have 845 00:31:44,590 --> 00:31:45,730 multiple functions for this so we might 846 00:31:45,730 --> 00:31:47,560 as well just do one that will actually 847 00:31:47,560 --> 00:31:49,690 give us back the whole answer and again 848 00:31:49,690 --> 00:31:51,250 this is kind of setting up the math so 849 00:31:51,250 --> 00:31:52,330 we're gonna have to kind of do this in a 850 00:31:52,330 --> 00:31:54,280 bit of a janky way for now because we 851 00:31:54,280 --> 00:31:56,350 haven't introduced vectors yet so we're 852 00:31:56,350 --> 00:31:57,460 just going to kind of see it and then 853 00:31:57,460 --> 00:31:59,080 when we do our vectors which I guess 854 00:31:59,080 --> 00:32:00,700 will be maybe tomorrow seems since it 855 00:32:00,700 --> 00:32:02,140 seems like this is kind of the most 856 00:32:02,140 --> 00:32:04,300 pressing concern we can kind of see how 857 00:32:04,300 --> 00:32:06,760 it cleans our stuff up nicely so I could 858 00:32:06,760 --> 00:32:07,960 basically say there's a tile map 859 00:32:07,960 --> 00:32:10,690 difference function let's say and that's 860 00:32:10,690 --> 00:32:15,070 gonna basically give us back the 861 00:32:15,070 --> 00:32:18,460 difference in XY and Z when we do that 862 00:32:18,460 --> 00:32:20,800 subtraction so if I do the subtraction I 863 00:32:20,800 --> 00:32:22,720 could do it like this I could say that 864 00:32:22,720 --> 00:32:24,600 we get back a tile map difference right 865 00:32:24,600 --> 00:32:27,430 and that that difference is going to be 866 00:32:27,430 --> 00:32:29,170 the difference between the player and 867 00:32:29,170 --> 00:32:31,480 the camera once I have that difference 868 00:32:31,480 --> 00:32:33,900 it's pretty easy for me to go ahead and 869 00:32:33,900 --> 00:32:37,420 and add it in so I basically now would 870 00:32:37,420 --> 00:32:40,090 have a way of getting to where I think 871 00:32:40,090 --> 00:32:42,400 the player actually is so all I need to 872 00:32:42,400 --> 00:32:43,660 do is make something that could subtract 873 00:32:43,660 --> 00:32:46,540 these two and produce one of those as a 874 00:32:46,540 --> 00:32:48,370 result so if I look at what has to 875 00:32:48,370 --> 00:32:52,390 happen to do that right well part of it 876 00:32:52,390 --> 00:32:55,030 is really really simple right if I've 877 00:32:55,030 --> 00:32:57,400 got two of these let me go ahead and set 878 00:32:57,400 --> 00:32:59,140 this up for a little more success here 879 00:32:59,140 --> 00:33:04,870 if I had tile yeah like so so we've got 880 00:33:04,870 --> 00:33:07,000 a tile map difference that we want to 881 00:33:07,000 --> 00:33:09,730 return right and we want to basically 882 00:33:09,730 --> 00:33:18,090 compute a DX dy and DZ out of that now 883 00:33:18,090 --> 00:33:21,310 what I'd like to do is I'd like to take 884 00:33:21,310 --> 00:33:22,780 in two tile map positions 885 00:33:22,780 --> 00:33:28,330 in a canopy like so and then I would 886 00:33:28,330 --> 00:33:31,990 like to say how do I subtract the two of 887 00:33:31,990 --> 00:33:34,540 these well I know how to subtract the 888 00:33:34,540 --> 00:33:36,580 offsets directly because the offsets 889 00:33:36,580 --> 00:33:40,030 just are real 32 so producing another 890 00:33:40,030 --> 00:33:42,040 floating-point offset by taking the 891 00:33:42,040 --> 00:33:44,470 distance the difference of these two is 892 00:33:44,470 --> 00:33:46,450 really really easy it would look like 893 00:33:46,450 --> 00:33:49,000 this right that's all I would have to do 894 00:33:49,000 --> 00:33:50,200 I would literally just subtract these 895 00:33:50,200 --> 00:33:52,120 offsets but what I need to do now is I 896 00:33:52,120 --> 00:33:53,800 need to account for these AB Stiles 897 00:33:53,800 --> 00:33:56,380 right I don't have a way of accounting 898 00:33:56,380 --> 00:33:57,580 for the AB Stiles 899 00:33:57,580 --> 00:34:07,500 at all okay so in order to do that I 900 00:34:07,500 --> 00:34:10,120 would I want to be able to do a signed 901 00:34:10,120 --> 00:34:12,850 distance of some kind here so what I 902 00:34:12,850 --> 00:34:15,700 might do is say all right we could do 903 00:34:15,700 --> 00:34:18,400 the subtraction in float for now I have 904 00:34:18,400 --> 00:34:19,630 to think about how I actually want to do 905 00:34:19,630 --> 00:34:22,120 this eventually but for now we could 906 00:34:22,120 --> 00:34:23,620 basically say all right we've got the 907 00:34:23,620 --> 00:34:26,260 the signed distance which is the the d 908 00:34:26,260 --> 00:34:28,780 tile distance right and that's going to 909 00:34:28,780 --> 00:34:33,820 be you know the ABS tile X from a - the 910 00:34:33,820 --> 00:34:38,169 ABS cloud Y like so on like so there we 911 00:34:38,169 --> 00:34:38,560 go 912 00:34:38,560 --> 00:34:41,320 so I'm gonna do that subtraction to get 913 00:34:41,320 --> 00:34:45,100 these these deltas here detail X ETA Y 914 00:34:45,100 --> 00:34:48,640 do TLC right and then those are in tiles 915 00:34:48,640 --> 00:34:50,649 so in order to change the distance in 916 00:34:50,649 --> 00:34:53,050 tiles I would need to know that tile 917 00:34:53,050 --> 00:34:55,030 side in meters right I need to know that 918 00:34:55,030 --> 00:34:57,790 tile map information so I'm gonna have 919 00:34:57,790 --> 00:35:01,210 to take the tile map in order to do that 920 00:35:01,210 --> 00:35:03,970 conversion right I need to know for 921 00:35:03,970 --> 00:35:07,330 every one change when I do this how far 922 00:35:07,330 --> 00:35:09,280 they in tiles I need to know how far 923 00:35:09,280 --> 00:35:11,140 that's actually going to be in the real 924 00:35:11,140 --> 00:35:12,640 meters units that we're using for 925 00:35:12,640 --> 00:35:14,770 everything else so the tile side and 926 00:35:14,770 --> 00:35:18,760 meters right that I'm gonna have to go 927 00:35:18,760 --> 00:35:21,210 ahead and multiply in here in order to 928 00:35:21,210 --> 00:35:24,550 in order to and I guess I could do that 929 00:35:24,550 --> 00:35:29,230 down here as well there we go 930 00:35:29,230 --> 00:35:32,150 so basically I have my detail X 931 00:35:32,150 --> 00:35:37,190 and detail why tom at five meters deep 932 00:35:37,190 --> 00:35:42,590 Tao why like so and outside in meters we 933 00:35:42,590 --> 00:35:47,090 don't really know yet what our RZ should 934 00:35:47,090 --> 00:35:49,460 really be in this case it's unclear that 935 00:35:49,460 --> 00:35:51,740 we ever want to actually have a DZ in 936 00:35:51,740 --> 00:35:54,280 this way but I'll put it to do in there 937 00:35:54,280 --> 00:35:58,670 think about what we want to do about Z 938 00:35:58,670 --> 00:36:00,770 because Z is really kind of not a real 939 00:36:00,770 --> 00:36:02,270 dimension in our system because since 940 00:36:02,270 --> 00:36:04,190 the way time app games work you don't 941 00:36:04,190 --> 00:36:05,750 really have Z in the same way that you 942 00:36:05,750 --> 00:36:08,750 have x and y so it's hard to say but 943 00:36:08,750 --> 00:36:10,970 anyway after we compute these tile 944 00:36:10,970 --> 00:36:12,620 differences and then we actually go 945 00:36:12,620 --> 00:36:16,310 ahead and do the math here to add in the 946 00:36:16,310 --> 00:36:18,050 tile difference amount plus the offset 947 00:36:18,050 --> 00:36:21,140 amount now we've got a real DX dy and DZ 948 00:36:21,140 --> 00:36:23,870 but of course this is actually all going 949 00:36:23,870 --> 00:36:25,880 to be in meters but we need our meters 950 00:36:25,880 --> 00:36:28,820 to pixels in order to actually turn that 951 00:36:28,820 --> 00:36:30,710 into pixels on the screen and these are 952 00:36:30,710 --> 00:36:32,120 all in pixels from here this is all 953 00:36:32,120 --> 00:36:34,940 rendering units so there's our meters to 954 00:36:34,940 --> 00:36:37,850 pixels that gets added in there to 955 00:36:37,850 --> 00:36:39,770 convert that difference that we did and 956 00:36:39,770 --> 00:36:41,240 of course we have to pass the tile map 957 00:36:41,240 --> 00:36:44,930 as well which i think is just gamestate 958 00:36:44,930 --> 00:36:47,120 time okay so there we go and so I 959 00:36:47,120 --> 00:36:51,200 believe that is roughly all we need to 960 00:36:51,200 --> 00:36:55,490 do to get that guy going and of course I 961 00:36:55,490 --> 00:36:57,290 got to return the results of course and 962 00:36:57,290 --> 00:36:59,660 so I think that should be roughly 963 00:36:59,660 --> 00:37:02,590 correct and of course it isn't 964 00:37:02,590 --> 00:37:07,820 classically you gotta love that I think 965 00:37:07,820 --> 00:37:09,890 that's just because I forgot that we 966 00:37:09,890 --> 00:37:11,990 have to flip things around for our our 967 00:37:11,990 --> 00:37:15,050 kind of non we don't really have a 968 00:37:15,050 --> 00:37:16,400 renderer yet like I said so our 969 00:37:16,400 --> 00:37:18,020 coordinate systems are a little ad hoc 970 00:37:18,020 --> 00:37:21,290 here so of course yes this is where we 971 00:37:21,290 --> 00:37:24,170 have to do our flip always which you 972 00:37:24,170 --> 00:37:27,050 know is kind of annoying at the moment 973 00:37:27,050 --> 00:37:28,520 but that will all get handled in our 974 00:37:28,520 --> 00:37:30,260 renderer for us so it's it's really it's 975 00:37:30,260 --> 00:37:33,140 not as janky as it seems like it has to 976 00:37:33,140 --> 00:37:36,800 be the fact that that the the up and 977 00:37:36,800 --> 00:37:39,440 down doesn't quite work the way that we 978 00:37:39,440 --> 00:37:42,860 would like it to but anyway so yes what 979 00:37:42,860 --> 00:37:44,420 we would like to do here is we'd like to 980 00:37:44,420 --> 00:37:45,780 have the player 981 00:37:45,780 --> 00:37:47,610 ideally go in the opposite direction 982 00:37:47,610 --> 00:37:52,230 also let me see here we should also make 983 00:37:52,230 --> 00:37:57,450 sure that we don't have a bug in our in 984 00:37:57,450 --> 00:37:59,760 our offset X offset Y stuff I don't 985 00:37:59,760 --> 00:38:01,350 think we do but we could double check to 986 00:38:01,350 --> 00:38:03,390 make sure that we don't so let's go 987 00:38:03,390 --> 00:38:05,640 ahead and double check everything here 988 00:38:05,640 --> 00:38:07,200 so we're gonna take all of the tile 989 00:38:07,200 --> 00:38:09,570 sighted meters the d2 YY is always going 990 00:38:09,570 --> 00:38:12,870 up that goes up in tiles as well as in 991 00:38:12,870 --> 00:38:17,100 as in our meters units there so that's 992 00:38:17,100 --> 00:38:19,560 correct but yes this this is this is 993 00:38:19,560 --> 00:38:22,170 wrong because obviously the the guy 994 00:38:22,170 --> 00:38:26,070 supposed to go up not the coordinates 995 00:38:26,070 --> 00:38:28,440 are inverted in the renderer as from 996 00:38:28,440 --> 00:38:30,990 what they are in the game that didn't 997 00:38:30,990 --> 00:38:32,220 seem like the bug we were having though 998 00:38:32,220 --> 00:38:35,760 I don't know yes see we still get a 999 00:38:35,760 --> 00:38:38,340 weird we still get a little yeah I was 1000 00:38:38,340 --> 00:38:40,170 gonna say didn't that was that was one 1001 00:38:40,170 --> 00:38:41,430 bug that we have I'm like there's that 1002 00:38:41,430 --> 00:38:45,140 weird kind of we get that kind of nasty 1003 00:38:45,140 --> 00:38:46,970 [Music] 1004 00:38:46,970 --> 00:38:49,950 thing where the X is the X is related to 1005 00:38:49,950 --> 00:38:52,830 the Y I must have had a typo in that 1006 00:38:52,830 --> 00:38:54,180 code let me go back and look at it for a 1007 00:38:54,180 --> 00:38:55,050 second 1008 00:38:55,050 --> 00:38:58,170 Oh fantastic yes I have tons of typos 1009 00:38:58,170 --> 00:39:02,910 wow those are amazing there we go all 1010 00:39:02,910 --> 00:39:08,190 right so I think we are good to go now 1011 00:39:08,190 --> 00:39:10,410 our dude is moving around to the camera 1012 00:39:10,410 --> 00:39:12,630 is where it's supposed to be but we have 1013 00:39:12,630 --> 00:39:13,890 a few other things that we would need to 1014 00:39:13,890 --> 00:39:15,690 handle in order to get everything 1015 00:39:15,690 --> 00:39:17,760 working properly also I should note that 1016 00:39:17,760 --> 00:39:19,800 we still have not finished our bitmap 1017 00:39:19,800 --> 00:39:22,530 routine so if we move to the top you 1018 00:39:22,530 --> 00:39:23,940 will notice I don't know if you can see 1019 00:39:23,940 --> 00:39:26,220 that that our guide doesn't actually you 1020 00:39:26,220 --> 00:39:28,020 can't clip off the front off the top of 1021 00:39:28,020 --> 00:39:30,420 the screen we have it to do in there 1022 00:39:30,420 --> 00:39:31,620 about that so those are the things that 1023 00:39:31,620 --> 00:39:33,210 we have to finish so let's get him 1024 00:39:33,210 --> 00:39:36,180 walking throughout the entire map for 1025 00:39:36,180 --> 00:39:37,950 now for example when he comes off the 1026 00:39:37,950 --> 00:39:41,280 top of the screen here you'll notice the 1027 00:39:41,280 --> 00:39:43,530 camera will never change locations 1028 00:39:43,530 --> 00:39:44,910 because we have never actually 1029 00:39:44,910 --> 00:39:45,840 programmed the camera to change 1030 00:39:45,840 --> 00:39:48,540 locations so he is and we and we also 1031 00:39:48,540 --> 00:39:50,520 are drawing him whether he's on the same 1032 00:39:50,520 --> 00:39:52,080 z plane as the camera or not so when 1033 00:39:52,080 --> 00:39:53,940 technically we would go upstairs will 1034 00:39:53,940 --> 00:39:55,830 never actually see that so we have a 1035 00:39:55,830 --> 00:39:57,120 bunch of stuff that we need to fix so 1036 00:39:57,120 --> 00:39:59,010 let's go ahead and fix all those we've 1037 00:39:59,010 --> 00:39:59,759 got about 15 1038 00:39:59,759 --> 00:40:02,099 look just so we can have things cleaned 1039 00:40:02,099 --> 00:40:03,599 up and working relatively well so we 1040 00:40:03,599 --> 00:40:05,489 could start working on our math having 1041 00:40:05,489 --> 00:40:07,319 math having real math is going to be a 1042 00:40:07,319 --> 00:40:08,759 pretty nice thing let me tell you it's 1043 00:40:08,759 --> 00:40:10,079 been a bit of a struggle to kind of go 1044 00:40:10,079 --> 00:40:11,969 through without ever having really 1045 00:40:11,969 --> 00:40:13,829 vectors or anything like that but you 1046 00:40:13,829 --> 00:40:15,509 know you got to pick an order to do 1047 00:40:15,509 --> 00:40:17,429 things in right and so it's always 1048 00:40:17,429 --> 00:40:20,399 important to kind of you know not not go 1049 00:40:20,399 --> 00:40:28,079 too far too fast alright so first things 1050 00:40:28,079 --> 00:40:30,749 first we always want to move the camera 1051 00:40:30,749 --> 00:40:33,149 to wherever the player is in Z I would 1052 00:40:33,149 --> 00:40:35,909 say right so no matter what happens I 1053 00:40:35,909 --> 00:40:40,799 would say the the camera P I'm just 1054 00:40:40,799 --> 00:40:43,139 gonna say that the ABS tile Z is always 1055 00:40:43,139 --> 00:40:46,999 gonna be the same as the player state 1056 00:40:46,999 --> 00:40:50,130 ABS tile Z right just so what if the 1057 00:40:50,130 --> 00:40:52,859 player goes up then the camera goes up 1058 00:40:52,859 --> 00:40:55,679 if the player goes down it goes down and 1059 00:40:55,679 --> 00:40:58,859 and so I think yeah there you go so now 1060 00:40:58,859 --> 00:41:01,109 we can actually get up and so the only 1061 00:41:01,109 --> 00:41:02,459 thing that now we have problems that the 1062 00:41:02,459 --> 00:41:03,749 player moves off the screen the camera 1063 00:41:03,749 --> 00:41:06,679 doesn't ever follow them right and 1064 00:41:06,679 --> 00:41:09,269 that's no good so what we want to do 1065 00:41:09,269 --> 00:41:10,919 here is we want to then say all right 1066 00:41:10,919 --> 00:41:12,869 the other thing we need to do is to see 1067 00:41:12,869 --> 00:41:15,989 whether the player ever gets more tiles 1068 00:41:15,989 --> 00:41:18,509 to the left or to the right than he 1069 00:41:18,509 --> 00:41:22,559 should be relative to the player now 1070 00:41:22,559 --> 00:41:23,999 what we could do if we're always locked 1071 00:41:23,999 --> 00:41:26,219 to screens there's a lot of different 1072 00:41:26,219 --> 00:41:27,689 ways we could do this you know it 1073 00:41:27,689 --> 00:41:29,309 depends whether we want to drop down our 1074 00:41:29,309 --> 00:41:31,469 own manual camera points and and this 1075 00:41:31,469 --> 00:41:32,549 would allow us to do different things 1076 00:41:32,549 --> 00:41:34,469 like having screens of different scale 1077 00:41:34,469 --> 00:41:36,209 sometimes there's there's just a ton of 1078 00:41:36,209 --> 00:41:37,919 stuff we could do here I'm trying to 1079 00:41:37,919 --> 00:41:40,009 keep it again relatively simple because 1080 00:41:40,009 --> 00:41:42,719 one thing at a time but we basically 1081 00:41:42,719 --> 00:41:46,019 have a problem with our tiles X and 1082 00:41:46,019 --> 00:41:47,279 tiles why were what we want to do is 1083 00:41:47,279 --> 00:41:48,599 that the player moves one screen to the 1084 00:41:48,599 --> 00:41:50,069 right or one screen to the left we want 1085 00:41:50,069 --> 00:41:51,959 the camera to follow them there right 1086 00:41:51,959 --> 00:41:55,199 and so the simplest way we might do that 1087 00:41:55,199 --> 00:41:57,689 is just basically say if we rounded the 1088 00:41:57,689 --> 00:42:00,889 players position to whatever the closest 1089 00:42:00,889 --> 00:42:04,139 center screen Center point was we want 1090 00:42:04,139 --> 00:42:05,699 the camera to always be looking at that 1091 00:42:05,699 --> 00:42:09,109 right and that's one way we could do it 1092 00:42:09,109 --> 00:42:12,689 I'm not sure if that's the smartest way 1093 00:42:12,689 --> 00:42:14,900 to do it or not 1094 00:42:14,900 --> 00:42:18,420 yeah it's really hard to say so one way 1095 00:42:18,420 --> 00:42:20,400 I mean you know let's let's put in 1096 00:42:20,400 --> 00:42:23,100 something let's put in something even 1097 00:42:23,100 --> 00:42:25,350 simpler let's say we've got this diff 1098 00:42:25,350 --> 00:42:29,880 this diff function here right like so 1099 00:42:29,880 --> 00:42:32,000 oops 1100 00:42:32,000 --> 00:42:34,050 in fact I guess we don't even really 1101 00:42:34,050 --> 00:42:35,310 need the diff function now that I think 1102 00:42:35,310 --> 00:42:38,670 about it well I guess we can you know 1103 00:42:38,670 --> 00:42:39,420 kind of want it 1104 00:42:39,420 --> 00:42:40,470 we can't probably do want the 1105 00:42:40,470 --> 00:42:42,630 dysfunction I don't know it's difficult 1106 00:42:42,630 --> 00:42:45,630 to say but I guess what we'll do for now 1107 00:42:45,630 --> 00:42:48,660 is say all right when the when the we do 1108 00:42:48,660 --> 00:42:52,140 the subtraction here then basically what 1109 00:42:52,140 --> 00:42:56,010 I'm gonna do is say if the the Delta X 1110 00:42:56,010 --> 00:42:59,160 is greater than a certain amount then 1111 00:42:59,160 --> 00:43:01,200 I'm going to go ahead and move the 1112 00:43:01,200 --> 00:43:03,630 camera forwards and if it's less than a 1113 00:43:03,630 --> 00:43:06,090 certain amount right I'm gonna move the 1114 00:43:06,090 --> 00:43:08,130 camera backwards I'm just gonna see how 1115 00:43:08,130 --> 00:43:11,400 that works out so basically how far is 1116 00:43:11,400 --> 00:43:13,530 it well I'd say it's it's that seventeen 1117 00:43:13,530 --> 00:43:15,600 by two number again right if the if he 1118 00:43:15,600 --> 00:43:17,850 moves basically more than one screens 1119 00:43:17,850 --> 00:43:20,900 worth away then he'll we'll go ahead and 1120 00:43:20,900 --> 00:43:25,080 do the change so I don't know let's see 1121 00:43:25,080 --> 00:43:26,600 what that number actually ends up being 1122 00:43:26,600 --> 00:43:30,030 if I have seventeen tiles across as I 1123 00:43:30,030 --> 00:43:31,680 think what we said it was normally on 1124 00:43:31,680 --> 00:43:34,710 the thing and so that's eight point five 1125 00:43:34,710 --> 00:43:38,100 is the midpoint so eight tiles in the 1126 00:43:38,100 --> 00:43:40,350 eighth tile right we have seven tiles on 1127 00:43:40,350 --> 00:43:42,000 one side seven tiles on the other side 1128 00:43:42,000 --> 00:43:44,250 and then the middle tile right so 1129 00:43:44,250 --> 00:43:47,130 basically if you were to get let's say 1130 00:43:47,130 --> 00:43:50,370 nine tiles away if you were to get nine 1131 00:43:50,370 --> 00:43:51,930 tiles away from the camera on the 1132 00:43:51,930 --> 00:43:54,450 x-direction that would be too many and 1133 00:43:54,450 --> 00:43:56,520 we'd want to flip to the next screen so 1134 00:43:56,520 --> 00:43:58,650 what we could do is say all right let's 1135 00:43:58,650 --> 00:44:02,490 take 9.0 F is the number times the tile 1136 00:44:02,490 --> 00:44:05,700 side and meters right and that is 1137 00:44:05,700 --> 00:44:09,210 basically going to tell us side in 1138 00:44:09,210 --> 00:44:10,890 meters that's gonna say that the player 1139 00:44:10,890 --> 00:44:13,860 moved too far away from the camera right 1140 00:44:13,860 --> 00:44:16,740 I'm just gonna go ahead and do that like 1141 00:44:16,740 --> 00:44:20,060 so and let's just see what that gets us 1142 00:44:20,060 --> 00:44:22,710 again we got to go upstairs first cuz we 1143 00:44:22,710 --> 00:44:24,630 can't get out of this room so we go out 1144 00:44:24,630 --> 00:44:27,360 it out there and then we go here 1145 00:44:27,360 --> 00:44:36,060 and oh that that is not oh well that did 1146 00:44:36,060 --> 00:44:38,130 exactly what I told him to do we're 1147 00:44:38,130 --> 00:44:41,490 supposed to move the full 17 tiles but 1148 00:44:41,490 --> 00:44:43,530 for some reason I only had it move one 1149 00:44:43,530 --> 00:44:46,020 tile which is not really gonna help us 1150 00:44:46,020 --> 00:44:48,000 here just say the least 1151 00:44:48,000 --> 00:44:51,570 alright let's try that again my bad that 1152 00:44:51,570 --> 00:44:53,070 was the house that was not very bright 1153 00:44:53,070 --> 00:44:56,100 so yes if I go out here now we should 1154 00:44:56,100 --> 00:44:57,930 see me come back on the other side which 1155 00:44:57,930 --> 00:45:00,510 is exactly what happens and that's all 1156 00:45:00,510 --> 00:45:02,670 good again we still we have to go fix 1157 00:45:02,670 --> 00:45:03,960 our problems so that this doesn't happen 1158 00:45:03,960 --> 00:45:06,180 so that's the next thing to do and then 1159 00:45:06,180 --> 00:45:08,040 we also have to fix up and down so here 1160 00:45:08,040 --> 00:45:10,290 we go I can walk out here and then I can 1161 00:45:10,290 --> 00:45:15,600 kind of walk up here and this is the 1162 00:45:15,600 --> 00:45:16,920 place where we would like to go off the 1163 00:45:16,920 --> 00:45:18,600 screen so again 1164 00:45:18,600 --> 00:45:20,520 hey man since we got live code editing I 1165 00:45:20,520 --> 00:45:21,660 don't have to walk all the way back 1166 00:45:21,660 --> 00:45:23,250 there I can just go ahead and say let's 1167 00:45:23,250 --> 00:45:25,710 duplicate this and so since it's 9:00 in 1168 00:45:25,710 --> 00:45:26,940 the direction I guess that would mean it 1169 00:45:26,940 --> 00:45:29,910 was 4:00 here is the tile sided meters 1170 00:45:29,910 --> 00:45:33,230 and so the dy is going to basically do 1171 00:45:33,230 --> 00:45:39,440 this right and that should give us some 1172 00:45:39,440 --> 00:45:43,170 better motion up and down as well right 1173 00:45:43,170 --> 00:45:45,390 so when we walk off the end there oh 1174 00:45:45,390 --> 00:45:47,730 okay so it's actually sorry it's not for 1175 00:45:47,730 --> 00:45:50,130 its 5:00 I just I was happening there 1176 00:45:50,130 --> 00:45:52,650 but we were right it's because we didn't 1177 00:45:52,650 --> 00:45:55,350 encompass that extra tile when we walked 1178 00:45:55,350 --> 00:45:57,750 on to that tile we were in neither 1179 00:45:57,750 --> 00:46:00,510 camera space the camera constantly would 1180 00:46:00,510 --> 00:46:02,130 flip back and forth going oh I'm too far 1181 00:46:02,130 --> 00:46:03,870 away oh I'm too far away oh I'm too far 1182 00:46:03,870 --> 00:46:06,300 away so you actually have to do yeah all 1183 00:46:06,300 --> 00:46:08,670 the way to the end of that fifth tile or 1184 00:46:08,670 --> 00:46:10,740 at least in the middle of it in order to 1185 00:46:10,740 --> 00:46:13,500 not have that sort of problem all right 1186 00:46:13,500 --> 00:46:15,750 so I believe we can now walk all around 1187 00:46:15,750 --> 00:46:19,250 the world with our guy which is nice so 1188 00:46:19,250 --> 00:46:22,530 it's good it's kind of a happy little 1189 00:46:22,530 --> 00:46:24,570 fellow what he's determined you know 1190 00:46:24,570 --> 00:46:26,430 he's happy but he's determined you know 1191 00:46:26,430 --> 00:46:29,520 that's how he is so anyway he's gonna go 1192 00:46:29,520 --> 00:46:32,010 up there let's go up there see here go 1193 00:46:32,010 --> 00:46:34,290 through here yeah so everything's nice 1194 00:46:34,290 --> 00:46:37,230 and happy everything's good no 1195 00:46:37,230 --> 00:46:39,480 complaints alright so basically all we 1196 00:46:39,480 --> 00:46:40,710 really need to do now to 1197 00:46:40,710 --> 00:46:42,750 to get ourselves back to a place that's 1198 00:46:42,750 --> 00:46:44,520 pretty stable for him walking around to 1199 00:46:44,520 --> 00:46:46,230 where we can start to talk about wanting 1200 00:46:46,230 --> 00:46:48,990 his movement code to be better is is you 1201 00:46:48,990 --> 00:46:53,460 know I'm I'm walking out there and I'm 1202 00:46:53,460 --> 00:46:54,990 clipping against the screen here we just 1203 00:46:54,990 --> 00:46:56,339 need to make sure that we do the math 1204 00:46:56,339 --> 00:46:58,109 right for for clipping off that edge of 1205 00:46:58,109 --> 00:46:59,820 the screen I think we already do the 1206 00:46:59,820 --> 00:47:01,080 math right for clipping off the other 1207 00:47:01,080 --> 00:47:03,150 edge of the screen meaning that if I was 1208 00:47:03,150 --> 00:47:05,310 gonna go down I think that works 1209 00:47:05,310 --> 00:47:08,430 properly like so for example going off 1210 00:47:08,430 --> 00:47:11,670 the screen this way just works right so 1211 00:47:11,670 --> 00:47:14,300 that's all fine but it's that it's that 1212 00:47:14,300 --> 00:47:17,010 it's not coming in off the min that we 1213 00:47:17,010 --> 00:47:19,080 haven't done yet so let's go ahead and 1214 00:47:19,080 --> 00:47:24,240 do that and draw bitmap let's go ahead 1215 00:47:24,240 --> 00:47:27,450 and make sure that this function now 1216 00:47:27,450 --> 00:47:29,310 properly handles that you notice that to 1217 00:47:29,310 --> 00:47:31,320 do here that we left in there which is 1218 00:47:31,320 --> 00:47:32,640 source rotates to be changed based on 1219 00:47:32,640 --> 00:47:34,859 clipping and so that's the problem so 1220 00:47:34,859 --> 00:47:37,170 basically what happens is our rectangle 1221 00:47:37,170 --> 00:47:39,570 that we're bleeding does properly get 1222 00:47:39,570 --> 00:47:41,280 clipped so we don't overwrite memory or 1223 00:47:41,280 --> 00:47:42,750 do anything bad like that but what we're 1224 00:47:42,750 --> 00:47:44,960 not doing is advancing the source row 1225 00:47:44,960 --> 00:47:48,570 and the basically that starting pointer 1226 00:47:48,570 --> 00:47:50,460 for where we're copying the pixels we 1227 00:47:50,460 --> 00:47:53,040 need to advance that by however much we 1228 00:47:53,040 --> 00:47:55,260 clipped the left and top edges of this 1229 00:47:55,260 --> 00:47:57,740 bitmap so basically this part right here 1230 00:47:57,740 --> 00:48:00,300 when we do this we need to basically 1231 00:48:00,300 --> 00:48:03,150 save an offset value we need to save us 1232 00:48:03,150 --> 00:48:05,940 like a source offset X and we need to 1233 00:48:05,940 --> 00:48:09,000 save a source offset Y just tell us why 1234 00:48:09,000 --> 00:48:11,130 we should be fetching pixels further in 1235 00:48:11,130 --> 00:48:13,170 because we aren't drawing the ones that 1236 00:48:13,170 --> 00:48:15,540 are off the screen right and to make 1237 00:48:15,540 --> 00:48:17,400 that a little clearer for folks who 1238 00:48:17,400 --> 00:48:19,099 haven't done this sort of thing before 1239 00:48:19,099 --> 00:48:22,710 when we're normally drawing right what's 1240 00:48:22,710 --> 00:48:24,480 happening is if we're clipping off the 1241 00:48:24,480 --> 00:48:26,460 other side of the screen we don't have 1242 00:48:26,460 --> 00:48:28,440 to adjust the point where we copy from 1243 00:48:28,440 --> 00:48:31,290 right all we do is copy less so when we 1244 00:48:31,290 --> 00:48:33,420 copy a row if we started here all we 1245 00:48:33,420 --> 00:48:35,070 have to know is we'll stop copying 1246 00:48:35,070 --> 00:48:37,470 before you know before you would have 1247 00:48:37,470 --> 00:48:38,640 otherwise which would be all the way out 1248 00:48:38,640 --> 00:48:41,369 here but if we were to clip off the min 1249 00:48:41,369 --> 00:48:43,020 edges of the screen right in the case 1250 00:48:43,020 --> 00:48:44,700 like this where we're clipping off both 1251 00:48:44,700 --> 00:48:47,070 of the minimum edges then we can't start 1252 00:48:47,070 --> 00:48:48,570 copying from here we actually need to 1253 00:48:48,570 --> 00:48:51,000 start copying from here and so we 1254 00:48:51,000 --> 00:48:52,770 weren't doing that and so obviously we 1255 00:48:52,770 --> 00:48:53,519 were going to have the 1256 00:48:53,519 --> 00:48:54,869 graphical glitches because what was 1257 00:48:54,869 --> 00:48:56,640 gonna happen is we were gonna start 1258 00:48:56,640 --> 00:48:58,919 copying from here but we were gonna draw 1259 00:48:58,919 --> 00:49:00,989 it to here which basically gives a 1260 00:49:00,989 --> 00:49:03,569 phantom translation of our bitmap down 1261 00:49:03,569 --> 00:49:06,899 and to the right and it makes it look 1262 00:49:06,899 --> 00:49:08,549 like it stops early because this is 1263 00:49:08,549 --> 00:49:10,679 still the clipping for it so it's it 1264 00:49:10,679 --> 00:49:12,359 basically translated our guy this way 1265 00:49:12,359 --> 00:49:14,369 and clipped him so he would just you'd 1266 00:49:14,369 --> 00:49:15,839 see like his head like there when his 1267 00:49:15,839 --> 00:49:17,309 head should be up here off screen and 1268 00:49:17,309 --> 00:49:19,559 his body should be here right so all we 1269 00:49:19,559 --> 00:49:21,479 need to do is just advance that pointer 1270 00:49:21,479 --> 00:49:23,519 pre advance that pointer to the right 1271 00:49:23,519 --> 00:49:26,130 location and that will totally fix the 1272 00:49:26,130 --> 00:49:28,079 bug that we have so all we need to do 1273 00:49:28,079 --> 00:49:31,199 here is basically go alright we have 1274 00:49:31,199 --> 00:49:33,449 this which is our source row but we 1275 00:49:33,449 --> 00:49:35,609 could go ahead right now and update it 1276 00:49:35,609 --> 00:49:38,339 to say that whatever our set X is we'll 1277 00:49:38,339 --> 00:49:40,049 move that many pixels in and whatever 1278 00:49:40,049 --> 00:49:42,509 our offset Y is we'll multiply that by 1279 00:49:42,509 --> 00:49:45,239 the bitmap with right and that will 1280 00:49:45,239 --> 00:49:47,729 offset it by that number of rows so that 1281 00:49:47,729 --> 00:49:49,919 way we'll get you know the the row 1282 00:49:49,919 --> 00:49:51,539 offset and the column offset we're all 1283 00:49:51,539 --> 00:49:53,759 good there so all we need to do now is 1284 00:49:53,759 --> 00:49:55,409 actually store them and of course it's 1285 00:49:55,409 --> 00:49:57,630 whatever it was whatever this value was 1286 00:49:57,630 --> 00:50:02,339 that this negative value is how is we 1287 00:50:02,339 --> 00:50:04,199 want to offset by the off up the 1288 00:50:04,199 --> 00:50:07,529 opposite of that right so there we go 1289 00:50:07,529 --> 00:50:10,349 and now we should be copying this guy 1290 00:50:10,349 --> 00:50:12,569 well or we'll just go ahead and just 1291 00:50:12,569 --> 00:50:15,269 straight up crash because it's 1292 00:50:15,269 --> 00:50:17,039 amateur programming our here on handmade 1293 00:50:17,039 --> 00:50:19,229 hero apparently I don't know exactly 1294 00:50:19,229 --> 00:50:22,099 what it did there oh right because 1295 00:50:22,099 --> 00:50:25,139 because I forgot that this bitmap is 1296 00:50:25,139 --> 00:50:27,749 bottom up right so basically we have to 1297 00:50:27,749 --> 00:50:30,899 actually go down we have to actually 1298 00:50:30,899 --> 00:50:33,630 subtract for each of the the source 1299 00:50:33,630 --> 00:50:36,989 offsets yeah not not not the brightest 1300 00:50:36,989 --> 00:50:39,419 move by KC it's true but again a lot of 1301 00:50:39,419 --> 00:50:41,099 this stuff is just since this is test 1302 00:50:41,099 --> 00:50:42,899 code you can't expect me to remember all 1303 00:50:42,899 --> 00:50:44,669 that stuff when we actually are doing 1304 00:50:44,669 --> 00:50:46,380 the full render code a lot of this will 1305 00:50:46,380 --> 00:50:48,659 be more commented and more directly will 1306 00:50:48,659 --> 00:50:50,249 have boil it down more and then you can 1307 00:50:50,249 --> 00:50:51,959 get mad at me so I'm not gonna Alice 1308 00:50:51,959 --> 00:50:53,489 shame that that was not an Alice shame 1309 00:50:53,489 --> 00:50:55,229 moment my opinion I'm gonna give myself 1310 00:50:55,229 --> 00:50:58,349 a bye on that one all right so anyway I 1311 00:50:58,349 --> 00:51:00,419 think our dude is pretty much okay now 1312 00:51:00,419 --> 00:51:02,130 you can see how he flips properly now 1313 00:51:02,130 --> 00:51:04,019 off either edge of the screen so that's 1314 00:51:04,019 --> 00:51:06,719 all good we'll try it on up as well just 1315 00:51:06,719 --> 00:51:06,930 in 1316 00:51:06,930 --> 00:51:09,240 sure that yep that's all good up and 1317 00:51:09,240 --> 00:51:12,680 down seeming to be good there no issues 1318 00:51:12,680 --> 00:51:17,880 yeah yeah everything is fine okay so he 1319 00:51:17,880 --> 00:51:19,680 can go adventure around are very sparse 1320 00:51:19,680 --> 00:51:21,990 and not particular interesting world but 1321 00:51:21,990 --> 00:51:24,059 at least everything is working the way 1322 00:51:24,059 --> 00:51:26,190 that we think that it should and so 1323 00:51:26,190 --> 00:51:26,760 that's good 1324 00:51:26,760 --> 00:51:28,800 that's all very nice and good the other 1325 00:51:28,800 --> 00:51:30,089 thing that we probably should do at some 1326 00:51:30,089 --> 00:51:31,339 point here is check our framerate 1327 00:51:31,339 --> 00:51:34,050 because of course at the current moment 1328 00:51:34,050 --> 00:51:36,000 you know we have we're doing this 1329 00:51:36,000 --> 00:51:37,950 rendering code without any optimizations 1330 00:51:37,950 --> 00:51:40,020 it's not Cindy it's not optimized at all 1331 00:51:40,020 --> 00:51:42,119 it's it's crazy and so we should 1332 00:51:42,119 --> 00:51:44,849 probably verify that all this crazy 1333 00:51:44,849 --> 00:51:46,829 stuff that we did without any thought to 1334 00:51:46,829 --> 00:51:48,150 the performance of it whatsoever and 1335 00:51:48,150 --> 00:51:49,589 we're not again we're also not even 1336 00:51:49,589 --> 00:51:51,960 using GPU so we're at a severe 1337 00:51:51,960 --> 00:51:54,540 disadvantage performance wise here so we 1338 00:51:54,540 --> 00:51:55,650 should actually just go and check 1339 00:51:55,650 --> 00:51:57,930 because we still haven't had a chance to 1340 00:51:57,930 --> 00:52:00,030 do anything in terms of a heads-up 1341 00:52:00,030 --> 00:52:01,680 display for ourselves I just want to 1342 00:52:01,680 --> 00:52:04,500 take a quick second to look to see what 1343 00:52:04,500 --> 00:52:07,290 our frame rate actually is in practice 1344 00:52:07,290 --> 00:52:10,079 so let's take a look at that and it 1345 00:52:10,079 --> 00:52:11,549 looks like we're still okay we are 1346 00:52:11,549 --> 00:52:13,950 hitting that that that 30 frames per 1347 00:52:13,950 --> 00:52:16,680 second goal and so we are we are in good 1348 00:52:16,680 --> 00:52:19,980 shape all right even with all of that 1349 00:52:19,980 --> 00:52:22,290 pig enos so I think that's about 1350 00:52:22,290 --> 00:52:23,849 everything that I wanted to do today I 1351 00:52:23,849 --> 00:52:25,260 can't think if there's anything else 1352 00:52:25,260 --> 00:52:26,700 that I thought that I needed to do I 1353 00:52:26,700 --> 00:52:28,470 don't think so 1354 00:52:28,470 --> 00:52:31,260 so maybe let's go ahead and go to the 1355 00:52:31,260 --> 00:52:33,510 Q&A a little bit early and trying to 1356 00:52:33,510 --> 00:52:34,859 think if there's anything else oh well 1357 00:52:34,859 --> 00:52:36,240 you know what there is one thing we 1358 00:52:36,240 --> 00:52:39,000 could do that I wanted to mention I 1359 00:52:39,000 --> 00:52:40,650 mentioned this in the forums to people 1360 00:52:40,650 --> 00:52:41,819 because they were having trouble with it 1361 00:52:41,819 --> 00:52:42,930 and I just hadn't had time to do it 1362 00:52:42,930 --> 00:52:44,700 myself we could just throw it at the end 1363 00:52:44,700 --> 00:52:47,760 here and that is that since we're doing 1364 00:52:47,760 --> 00:52:49,650 our live code loading sometimes the 1365 00:52:49,650 --> 00:52:52,200 problem a problem happens with Microsoft 1366 00:52:52,200 --> 00:52:54,960 Visual Studio which is that when the 1367 00:52:54,960 --> 00:52:57,210 compiler writes out the executable it 1368 00:52:57,210 --> 00:52:59,069 sometimes writes a suitable first and 1369 00:52:59,069 --> 00:53:00,630 the PVV second well I think it always 1370 00:53:00,630 --> 00:53:02,819 actually does that and and so the PDB 1371 00:53:02,819 --> 00:53:04,290 actually finishes writing after the 1372 00:53:04,290 --> 00:53:06,270 executable finishes writing in this case 1373 00:53:06,270 --> 00:53:08,369 I should say DLL because it's the DLL 1374 00:53:08,369 --> 00:53:10,230 that we actually care about so we write 1375 00:53:10,230 --> 00:53:12,359 that DLL out and then the PDB gets 1376 00:53:12,359 --> 00:53:14,970 written out when our hot loader goes to 1377 00:53:14,970 --> 00:53:17,760 load the executable in it will load that 1378 00:53:17,760 --> 00:53:19,260 executable almost immediately because 1379 00:53:19,260 --> 00:53:19,990 remember 1380 00:53:19,990 --> 00:53:22,030 you know 30 frames a second here so 1381 00:53:22,030 --> 00:53:23,980 what's gonna load it very very soon and 1382 00:53:23,980 --> 00:53:25,869 the PDB sometimes hasn't finished 1383 00:53:25,869 --> 00:53:27,670 writing so what will happen is Visual 1384 00:53:27,670 --> 00:53:29,619 Studio will fail to load the PDB and 1385 00:53:29,619 --> 00:53:30,940 then we can't set our breakpoints and 1386 00:53:30,940 --> 00:53:32,710 stuff right because the PvP is still 1387 00:53:32,710 --> 00:53:35,050 open for writing so what I wanted to do 1388 00:53:35,050 --> 00:53:36,220 is to show a little trick that we could 1389 00:53:36,220 --> 00:53:37,960 do here to avoid that problem people 1390 00:53:37,960 --> 00:53:39,250 were having trouble with this on the 1391 00:53:39,250 --> 00:53:40,450 forums and I told them how to fix it but 1392 00:53:40,450 --> 00:53:41,680 I figured people on the stream should 1393 00:53:41,680 --> 00:53:43,780 know as well and that's basically just 1394 00:53:43,780 --> 00:53:45,790 to create a lock file so all we really 1395 00:53:45,790 --> 00:53:48,369 have to do is just in in the direct in 1396 00:53:48,369 --> 00:53:49,930 the directory where we're going to put 1397 00:53:49,930 --> 00:53:52,930 that DLL right all we really need to do 1398 00:53:52,930 --> 00:53:55,720 is we just need to put a lock file in 1399 00:53:55,720 --> 00:53:58,720 there and so we can say waiting for TVB 1400 00:53:58,720 --> 00:54:03,640 and we can put that out to like lock 1401 00:54:03,640 --> 00:54:06,160 temp or something and then when we are 1402 00:54:06,160 --> 00:54:08,349 done we'll delete that lock that temp 1403 00:54:08,349 --> 00:54:10,930 file right and that lock dot temp file 1404 00:54:10,930 --> 00:54:13,119 basically just says don't load right now 1405 00:54:13,119 --> 00:54:15,339 because whatever you're going to load is 1406 00:54:15,339 --> 00:54:17,470 going to be stale and so if we look at 1407 00:54:17,470 --> 00:54:18,970 what happens if I do that when I'm doing 1408 00:54:18,970 --> 00:54:21,430 this compile here it's probably hard to 1409 00:54:21,430 --> 00:54:23,920 see because you can't actually we 1410 00:54:23,920 --> 00:54:27,040 probably can't catch it in time well you 1411 00:54:27,040 --> 00:54:28,270 know what I could do I might be able to 1412 00:54:28,270 --> 00:54:30,099 I might be able to show it here I'm not 1413 00:54:30,099 --> 00:54:32,170 sure if I will or will or will not be 1414 00:54:32,170 --> 00:54:35,230 able to catch it but essentially if you 1415 00:54:35,230 --> 00:54:38,859 think about it this way where's my build 1416 00:54:38,859 --> 00:54:45,280 up at and made that I don't know if you 1417 00:54:45,280 --> 00:54:46,570 can see it show up there at uh loops 1418 00:54:46,570 --> 00:54:50,589 that's not right that I don't know if 1419 00:54:50,589 --> 00:54:52,000 you can see it show up there probably 1420 00:54:52,000 --> 00:54:54,550 not yeah never actually it never 1421 00:54:54,550 --> 00:54:58,240 actually boots forth does it see if I 1422 00:54:58,240 --> 00:55:01,030 can get it to go there it was block of 1423 00:55:01,030 --> 00:55:03,430 time and if you can see that pause the 1424 00:55:03,430 --> 00:55:05,080 stream anyway there's a lock top temp 1425 00:55:05,080 --> 00:55:06,580 file now that gets created there and 1426 00:55:06,580 --> 00:55:09,940 that lock temp file will not get deleted 1427 00:55:09,940 --> 00:55:13,630 hopefully until after the PDB is loaded 1428 00:55:13,630 --> 00:55:15,099 because the compiler will have returned 1429 00:55:15,099 --> 00:55:19,510 entirely at that time so once we know 1430 00:55:19,510 --> 00:55:21,400 that there is that lock file in place 1431 00:55:21,400 --> 00:55:22,900 that's just a dummy file that's there to 1432 00:55:22,900 --> 00:55:24,670 let us know when that thing started and 1433 00:55:24,670 --> 00:55:28,390 ended right what I can do is I can go 1434 00:55:28,390 --> 00:55:30,970 ahead and just test to see if the lock 1435 00:55:30,970 --> 00:55:32,470 file is there and assume that whatever 1436 00:55:32,470 --> 00:55:33,850 compilation has to be go 1437 00:55:33,850 --> 00:55:35,830 on no matter how complicated this thing 1438 00:55:35,830 --> 00:55:38,020 gets will always wait and we won't 1439 00:55:38,020 --> 00:55:39,790 delete the lock file until all the 1440 00:55:39,790 --> 00:55:40,780 things that we need to have happen 1441 00:55:40,780 --> 00:55:42,760 before the hot loading occurs have 1442 00:55:42,760 --> 00:55:46,870 occurred right and so when we do that 1443 00:55:46,870 --> 00:55:48,850 sort of low game code thing I don't even 1444 00:55:48,850 --> 00:55:50,620 remember where that is at this point 1445 00:55:50,620 --> 00:55:55,150 it's a little game code what we'll do is 1446 00:55:55,150 --> 00:55:57,130 we can actually say when we go to load 1447 00:55:57,130 --> 00:56:00,910 that game code I think this thing 1448 00:56:00,910 --> 00:56:02,860 actually sets let's see here 1449 00:56:02,860 --> 00:56:06,010 yeah this thing gets the DLL last right 1450 00:56:06,010 --> 00:56:07,540 time so what we could do is when we 1451 00:56:07,540 --> 00:56:09,250 actually go to load the game code we 1452 00:56:09,250 --> 00:56:10,630 could check to make sure that the lock 1453 00:56:10,630 --> 00:56:13,960 file is not there right and we have two 1454 00:56:13,960 --> 00:56:16,270 places technically we could do that we 1455 00:56:16,270 --> 00:56:18,490 could do that really in either position 1456 00:56:18,490 --> 00:56:21,100 and I don't know which one we would like 1457 00:56:21,100 --> 00:56:27,190 to do it's really hard to say I think we 1458 00:56:27,190 --> 00:56:29,110 probably just want to do it here so I 1459 00:56:29,110 --> 00:56:31,870 think what we want to do and why is this 1460 00:56:31,870 --> 00:56:33,340 still there I believe we are getting the 1461 00:56:33,340 --> 00:56:35,710 proper path I think we're doing both of 1462 00:56:35,710 --> 00:56:37,390 those two do's we need to go check to 1463 00:56:37,390 --> 00:56:38,740 make sure if we haven't have a lot of - 1464 00:56:38,740 --> 00:56:39,850 duze lying around they don't have to be 1465 00:56:39,850 --> 00:56:41,560 there so basically what we could do 1466 00:56:41,560 --> 00:56:45,580 right here is just go ahead and and do 1467 00:56:45,580 --> 00:56:48,340 the if right here to see whether or not 1468 00:56:48,340 --> 00:56:51,820 that lock file actually exists and so I 1469 00:56:51,820 --> 00:56:53,410 think the easiest way to do that is just 1470 00:56:53,410 --> 00:56:58,330 to do like maybe a get file attributes 1471 00:56:58,330 --> 00:56:59,860 or something like that let me see what 1472 00:56:59,860 --> 00:57:04,810 the easiest way is to do that in to see 1473 00:57:04,810 --> 00:57:07,270 whether that that file exists I think 1474 00:57:07,270 --> 00:57:14,140 actually which you file exists I don't 1475 00:57:14,140 --> 00:57:18,340 actually know path file exists I don't 1476 00:57:18,340 --> 00:57:19,960 think that's a good I don't think that's 1477 00:57:19,960 --> 00:57:23,070 actually the function that we want 1478 00:57:23,070 --> 00:57:27,250 Windows 2000 professional requires 1479 00:57:27,250 --> 00:57:28,780 sloppy yeah I don't I don't actually 1480 00:57:28,780 --> 00:57:30,820 know if we want that doesn't seem like a 1481 00:57:30,820 --> 00:57:31,480 good thing 1482 00:57:31,480 --> 00:57:33,570 get file attributes might be the easiest 1483 00:57:33,570 --> 00:57:37,270 get file attributes e^x let's see about 1484 00:57:37,270 --> 00:57:40,480 that guy I could also look I don't think 1485 00:57:40,480 --> 00:57:41,860 there's ever follows this function I 1486 00:57:41,860 --> 00:57:44,760 think there is but we could double check 1487 00:57:44,760 --> 00:57:48,150 exists path exists copy file now so 1488 00:57:48,150 --> 00:57:49,170 let's go ahead and use get file 1489 00:57:49,170 --> 00:57:51,120 attributes e^x and basically that should 1490 00:57:51,120 --> 00:57:53,790 return false if we can't actually get it 1491 00:57:53,790 --> 00:57:56,070 right so we'll just call well literally 1492 00:57:56,070 --> 00:58:00,170 just call this thing right like so and 1493 00:58:00,170 --> 00:58:03,360 if it actually if it actually was there 1494 00:58:03,360 --> 00:58:05,600 then we'll be good to go 1495 00:58:05,600 --> 00:58:10,460 this okay so what we need to do here is 1496 00:58:10,460 --> 00:58:13,560 we need to have that file name whatever 1497 00:58:13,560 --> 00:58:15,540 that file name actually has to be and so 1498 00:58:15,540 --> 00:58:16,710 it's going to be source dealing on a 1499 00:58:16,710 --> 00:58:18,780 temp dealing them and lock file name 1500 00:58:18,780 --> 00:58:21,780 right like that and so we'll go ahead 1501 00:58:21,780 --> 00:58:23,130 and pass that lock file name now 1502 00:58:23,130 --> 00:58:25,650 whenever we do a winter cue load code we 1503 00:58:25,650 --> 00:58:35,100 need to do lock bold path and all right 1504 00:58:35,100 --> 00:58:37,950 this is a game code lock full path bat 1505 00:58:37,950 --> 00:58:42,210 source game code DLL and so here I 1506 00:58:42,210 --> 00:58:44,880 should just be able to do temp that with 1507 00:58:44,880 --> 00:58:50,850 LOC there we go lock full path and 1508 00:58:50,850 --> 00:58:55,470 that's I think just called it block dot 1509 00:58:55,470 --> 00:59:00,630 temp and there we go so I think oops I 1510 00:59:00,630 --> 00:59:03,480 think that should be sufficient I'm not 1511 00:59:03,480 --> 00:59:05,730 sure I think it is and so let's take a 1512 00:59:05,730 --> 00:59:08,220 look so if I go in here 1513 00:59:08,220 --> 00:59:10,740 well evidently not oh I did it backwards 1514 00:59:10,740 --> 00:59:14,070 again get file attributes so it's 1515 00:59:14,070 --> 00:59:16,230 basically if not it's supposed to be if 1516 00:59:16,230 --> 00:59:20,040 we don't see the file it should load and 1517 00:59:20,040 --> 00:59:22,410 so I think that should be fine but let 1518 00:59:22,410 --> 00:59:23,760 me just test to make sure that we still 1519 00:59:23,760 --> 00:59:29,280 have our hot loading enabled so okay 1520 00:59:29,280 --> 00:59:33,890 let's go got this guy going I'll make a 1521 00:59:33,890 --> 00:59:36,540 new frame maybe Oh 1522 00:59:36,540 --> 00:59:38,640 the hideous colors maybe I won't make a 1523 00:59:38,640 --> 00:59:41,130 new frame so I'll just move this guy 1524 00:59:41,130 --> 00:59:44,100 down here I guess we could go ahead and 1525 00:59:44,100 --> 00:59:48,090 and do a loop for now let's go ahead and 1526 00:59:48,090 --> 00:59:50,920 make him go up here 1527 00:59:50,920 --> 00:59:57,560 okay and so I don't know what do we want 1528 00:59:57,560 --> 00:59:59,990 to do let's see if our live code editing 1529 00:59:59,990 --> 01:00:01,970 will live code edit him to go backwards 1530 01:00:01,970 --> 01:00:06,130 instead so I'll go in here to handmade 1531 01:00:06,130 --> 01:00:09,770 dot CPP and go to the facing Direction 1532 01:00:09,770 --> 01:00:12,020 stuff and basically I'll just say oh 1533 01:00:12,020 --> 01:00:14,210 yeah whenever he's going to the right 1534 01:00:14,210 --> 01:00:16,640 let's actually make him face left and 1535 01:00:16,640 --> 01:00:17,530 vice versa 1536 01:00:17,530 --> 01:00:24,790 yeah there we go so should be good yeah 1537 01:00:24,790 --> 01:00:27,200 yeah all right 1538 01:00:27,200 --> 01:00:33,349 I'm satisfied okay so I believe we now 1539 01:00:33,349 --> 01:00:35,900 do need to go back to our originally 1540 01:00:35,900 --> 01:00:37,340 scheduled program we're a little bit 1541 01:00:37,340 --> 01:00:40,340 over now three minutes over the QA now 1542 01:00:40,340 --> 01:00:42,560 that we have taken care of that I think 1543 01:00:42,560 --> 01:00:45,950 everything is is is kosher now with that 1544 01:00:45,950 --> 01:00:49,520 yes I believe it is so let us go ahead 1545 01:00:49,520 --> 01:00:51,650 and go to the QA now that we've finished 1546 01:00:51,650 --> 01:00:55,010 that if you would like to have me answer 1547 01:00:55,010 --> 01:00:56,690 a question please put Q colon in front 1548 01:00:56,690 --> 01:00:59,599 of it so that I will see it I and that 1549 01:00:59,599 --> 01:01:01,190 starts now anything that you've put 1550 01:01:01,190 --> 01:01:02,930 already that's Q : 1551 01:01:02,930 --> 01:01:04,460 I won't see it's anything that starts 1552 01:01:04,460 --> 01:01:07,339 now and has a Q : in front of it I will 1553 01:01:07,339 --> 01:01:09,410 I will take a look at and please try to 1554 01:01:09,410 --> 01:01:10,400 keep the questions two things that 1555 01:01:10,400 --> 01:01:12,800 happened on today's stream or previous 1556 01:01:12,800 --> 01:01:15,920 streams so please try to save off-topic 1557 01:01:15,920 --> 01:01:17,240 questions or things about what we're 1558 01:01:17,240 --> 01:01:19,010 going to do in the future for pre 1559 01:01:19,010 --> 01:01:20,420 streams I try to show up about 15 1560 01:01:20,420 --> 01:01:22,220 minutes early to most streams I can't 1561 01:01:22,220 --> 01:01:24,950 always make it but I try to and I answer 1562 01:01:24,950 --> 01:01:26,900 off-topic questions at that time so if 1563 01:01:26,900 --> 01:01:28,130 you're interested in asking off-topic 1564 01:01:28,130 --> 01:01:30,770 questions that's totally fine but come 1565 01:01:30,770 --> 01:01:32,960 before the stream to do those most the 1566 01:01:32,960 --> 01:01:34,820 time I try to be here before them so 1567 01:01:34,820 --> 01:01:45,700 yeah let's see 1568 01:01:45,700 --> 01:01:48,559 genetic species can you do that live 1569 01:01:48,559 --> 01:01:51,109 code with a function call that could 1570 01:01:51,109 --> 01:01:54,499 just be a poke hmm I'm sorry I'm not 1571 01:01:54,499 --> 01:01:57,950 sure what that means can you do that 1572 01:01:57,950 --> 01:02:00,859 live code with the function call could 1573 01:02:00,859 --> 01:02:01,849 you be more specific 1574 01:02:01,849 --> 01:02:06,890 perhaps let's see he numeration x' and i 1575 01:02:06,890 --> 01:02:08,450 correct to say you've not used them in 1576 01:02:08,450 --> 01:02:10,039 handmade hero yet I'm guessing this is 1577 01:02:10,039 --> 01:02:11,299 simply because it's too early to know 1578 01:02:11,299 --> 01:02:12,910 what will eventually require a new 1579 01:02:12,910 --> 01:02:15,079 enumerations and not some other reason 1580 01:02:15,079 --> 01:02:18,619 uh did we really never use an enum that 1581 01:02:18,619 --> 01:02:20,809 may be true we may never yes so we 1582 01:02:20,809 --> 01:02:23,059 haven't ever I do use enums I'm not 1583 01:02:23,059 --> 01:02:24,200 avoiding them for any particular reason 1584 01:02:24,200 --> 01:02:27,559 we just haven't had like sets of types 1585 01:02:27,559 --> 01:02:29,569 or anything probably when we do like 1586 01:02:29,569 --> 01:02:31,009 entities you know our entity types might 1587 01:02:31,009 --> 01:02:32,809 be an enumeration or something like that 1588 01:02:32,809 --> 01:02:35,089 you know but yeah I'm not avoiding them 1589 01:02:35,089 --> 01:02:36,410 we just I guess they just haven't come 1590 01:02:36,410 --> 01:02:39,979 up yet why not layer the individual body 1591 01:02:39,979 --> 01:02:41,569 parts into a single bitmap that way you 1592 01:02:41,569 --> 01:02:43,430 only have to draw one image instead of 1593 01:02:43,430 --> 01:02:47,019 three well that's a very good question 1594 01:02:47,019 --> 01:02:49,759 and hopefully this is a very good answer 1595 01:02:49,759 --> 01:02:53,900 for you I want him to be very bouncy so 1596 01:02:53,900 --> 01:02:56,089 I want him to kind of hop along and I 1597 01:02:56,089 --> 01:02:58,640 want the three parts to kind of do this 1598 01:02:58,640 --> 01:03:01,729 sort of a thing right so I asked 1599 01:03:01,729 --> 01:03:03,589 young-shin to make sure that they were 1600 01:03:03,589 --> 01:03:05,059 separate so that he could kind of be 1601 01:03:05,059 --> 01:03:07,160 like a little springy guy that Springs 1602 01:03:07,160 --> 01:03:10,249 around and in addition to like squashing 1603 01:03:10,249 --> 01:03:12,019 and stretching the bitmaps I also want 1604 01:03:12,019 --> 01:03:13,609 them to move relative to each other if 1605 01:03:13,609 --> 01:03:15,469 that makes sense to really kind of give 1606 01:03:15,469 --> 01:03:20,359 that sense of of you know motion are you 1607 01:03:20,359 --> 01:03:21,589 wearing a blue cape like the handmade 1608 01:03:21,589 --> 01:03:22,099 hero today 1609 01:03:22,099 --> 01:03:24,440 no it's not a cape it's just a shirt I 1610 01:03:24,440 --> 01:03:26,479 don't actually have a cape a handmade 1611 01:03:26,479 --> 01:03:28,869 hero cape 1612 01:03:28,869 --> 01:03:31,910 let's see I just wanted to point out 1613 01:03:31,910 --> 01:03:33,410 there is a magnifying tool in Windows 1614 01:03:33,410 --> 01:03:35,420 that came with air oh yes it's true 1615 01:03:35,420 --> 01:03:38,779 unfortunately it's really hard to use at 1616 01:03:38,779 --> 01:03:39,950 least I find it hard to use 1617 01:03:39,950 --> 01:03:42,349 I like this other tool called zoom in 1618 01:03:42,349 --> 01:03:44,349 which I just haven't gotten around to 1619 01:03:44,349 --> 01:03:49,099 finding I don't know where it is I may 1620 01:03:49,099 --> 01:03:50,630 have to copy it from like an old version 1621 01:03:50,630 --> 01:03:53,539 of Microsoft developer studio or 1622 01:03:53,539 --> 01:03:55,819 something but it was so much easier to 1623 01:03:55,819 --> 01:03:58,130 use than the than the one that 1624 01:03:58,130 --> 01:04:02,960 came with than the one that they ship 1625 01:04:02,960 --> 01:04:08,780 now let's see what they've got this zoom 1626 01:04:08,780 --> 01:04:14,390 in I don't know if this is someone 1627 01:04:14,390 --> 01:04:16,790 else's stupid zoom in I want the actual 1628 01:04:16,790 --> 01:04:19,700 I want the actual zoom in that used to 1629 01:04:19,700 --> 01:04:22,160 come with the dev tools so there used to 1630 01:04:22,160 --> 01:04:30,650 be one and Microsoft SDK tools yeah yeah 1631 01:04:30,650 --> 01:04:33,470 I'll have to go hunt for it I'll have to 1632 01:04:33,470 --> 01:04:36,170 go hunt hunt for it because that's the 1633 01:04:36,170 --> 01:04:38,720 one I actually want I expose that could 1634 01:04:38,720 --> 01:04:41,570 use color cop in fact maybe I should 1635 01:04:41,570 --> 01:04:42,980 just use color cop because color cops 1636 01:04:42,980 --> 01:04:46,090 pretty awesome 1637 01:04:46,090 --> 01:04:53,930 yeah yeah but looks like it doesn't do 1638 01:04:53,930 --> 01:04:58,340 real-time oh well yeah I don't know I 1639 01:04:58,340 --> 01:05:00,200 want to go get that zoom in tool because 1640 01:05:00,200 --> 01:05:01,370 I don't like the one that comes there 1641 01:05:01,370 --> 01:05:02,570 and that's why I haven't been using it 1642 01:05:02,570 --> 01:05:08,320 it's too hard to use in my opinion 1643 01:05:08,320 --> 01:05:10,760 Andy's SD don't you want tested bugging 1644 01:05:10,760 --> 01:05:12,500 um you can't really we'll just have to 1645 01:05:12,500 --> 01:05:14,000 see if we no longer hit the problem 1646 01:05:14,000 --> 01:05:16,190 because there's no way to tell whether 1647 01:05:16,190 --> 01:05:19,010 or not we just got lucky you just you so 1648 01:05:19,010 --> 01:05:20,150 you just have to you have to test it 1649 01:05:20,150 --> 01:05:21,800 like lots of times you can't write 1650 01:05:21,800 --> 01:05:24,740 because it was only sometimes that MSV 1651 01:05:24,740 --> 01:05:26,990 see didn't actually do the reload so I 1652 01:05:26,990 --> 01:05:28,370 just wanted to test just that much and 1653 01:05:28,370 --> 01:05:29,990 then we'll see as we go forward if we 1654 01:05:29,990 --> 01:05:32,180 have if we have the problem where it 1655 01:05:32,180 --> 01:05:38,990 can't set breakpoints 1656 01:05:38,990 --> 01:05:42,200 girl and a bloom oh no I swore I didn't 1657 01:05:42,200 --> 01:05:46,130 mean to swear oh that's the second time 1658 01:05:46,130 --> 01:05:49,069 oh my goodness I don't know even what I 1659 01:05:49,069 --> 01:05:50,900 said that's how bad of a swear that was 1660 01:05:50,900 --> 01:05:55,880 that's awful okay I'm trying to keep 1661 01:05:55,880 --> 01:05:59,800 this the language okay for four kids and 1662 01:05:59,800 --> 01:06:02,630 you know normally I swear a lot I will 1663 01:06:02,630 --> 01:06:04,400 tell you so it's it's been rather 1664 01:06:04,400 --> 01:06:08,119 difficult can you add a standard def 1665 01:06:08,119 --> 01:06:09,530 include two handmade platform about 1666 01:06:09,530 --> 01:06:13,130 eight sure I can do that in fact people 1667 01:06:13,130 --> 01:06:14,569 have been asking for a few things in 1668 01:06:14,569 --> 01:06:16,819 here one was to get standard def in 1669 01:06:16,819 --> 01:06:19,700 there so that platforms could get some 1670 01:06:19,700 --> 01:06:23,270 platforms want that for size T this guy 1671 01:06:23,270 --> 01:06:26,720 right here and so that but the any other 1672 01:06:26,720 --> 01:06:28,220 thing people were asking for is they 1673 01:06:28,220 --> 01:06:29,809 were asking if maybe the utility 1674 01:06:29,809 --> 01:06:31,040 functions could be moved in there 1675 01:06:31,040 --> 01:06:32,720 because they were having trouble 1676 01:06:32,720 --> 01:06:35,210 compiling well in fact you can kind of 1677 01:06:35,210 --> 01:06:37,099 see what they are basically we're still 1678 01:06:37,099 --> 01:06:40,940 using handmade H in win32 and so what I 1679 01:06:40,940 --> 01:06:43,609 could do is I could I could force it to 1680 01:06:43,609 --> 01:06:46,700 stop doing that and and just do handmade 1681 01:06:46,700 --> 01:06:48,640 platform that age and that would tell us 1682 01:06:48,640 --> 01:06:51,049 what our what our stuff is that we're 1683 01:06:51,049 --> 01:06:55,520 missing right and so we would need to 1684 01:06:55,520 --> 01:06:59,720 move in basically all of this stuff for 1685 01:06:59,720 --> 01:07:01,250 the most part so we would need to move 1686 01:07:01,250 --> 01:07:04,730 in to the platform layer all of this 1687 01:07:04,730 --> 01:07:12,349 code I think probably let's see here in 1688 01:07:12,349 --> 01:07:14,750 there I don't know what else and get 1689 01:07:14,750 --> 01:07:17,900 controller so get controller or would 1690 01:07:17,900 --> 01:07:19,549 have to be in there as well where is 1691 01:07:19,549 --> 01:07:21,410 gate controller so those are the things 1692 01:07:21,410 --> 01:07:23,000 that the platform layer was currently 1693 01:07:23,000 --> 01:07:25,250 calling and I don't know that I really 1694 01:07:25,250 --> 01:07:26,960 want all of those in the platform data H 1695 01:07:26,960 --> 01:07:30,020 at the end of the day oops move that 1696 01:07:30,020 --> 01:07:35,660 down a little bit and so yeah I don't 1697 01:07:35,660 --> 01:07:37,069 know if I want all of those things in 1698 01:07:37,069 --> 01:07:38,869 there that that may not be the best idea 1699 01:07:38,869 --> 01:07:41,000 but at least now we can pile clean so 1700 01:07:41,000 --> 01:07:42,049 people who are reporting to other 1701 01:07:42,049 --> 01:07:44,210 platforms can go ahead and do that so 1702 01:07:44,210 --> 01:07:45,319 hopefully that helps them out a little 1703 01:07:45,319 --> 01:07:47,150 bit just making sure that they see our 1704 01:07:47,150 --> 01:07:50,119 win32 layer just only includes handmade 1705 01:07:50,119 --> 01:07:51,230 platform that age 1706 01:07:51,230 --> 01:07:52,550 and that's a little more consistent and 1707 01:07:52,550 --> 01:07:57,140 make it a little easier for them why 1708 01:07:57,140 --> 01:08:05,690 does the guy have no feet well I mean if 1709 01:08:05,690 --> 01:08:11,390 you look that right there should tell 1710 01:08:11,390 --> 01:08:18,410 you why he has no feet how do you know 1711 01:08:18,410 --> 01:08:21,200 which compiler options like CLR and 1712 01:08:21,200 --> 01:08:29,270 standard headers you want to use um I'm 1713 01:08:29,270 --> 01:08:32,210 not sure what you mean by that exactly I 1714 01:08:32,210 --> 01:08:35,870 mean essentially my general rule for for 1715 01:08:35,870 --> 01:08:37,700 standard headers and compilers is that 1716 01:08:37,700 --> 01:08:39,020 you want to include everything in the 1717 01:08:39,020 --> 01:08:41,089 platform layer and you want to include 1718 01:08:41,089 --> 01:08:44,000 as little as possible in the main code 1719 01:08:44,000 --> 01:08:46,910 so you you would ideally I feel like you 1720 01:08:46,910 --> 01:08:52,219 wouldn't want any includes in the in the 1721 01:08:52,219 --> 01:08:53,810 stuff that that gets actually included 1722 01:08:53,810 --> 01:08:56,120 in the game but the bottom line is 1723 01:08:56,120 --> 01:08:58,460 that's not actually physically possible 1724 01:08:58,460 --> 01:09:00,020 most the time because you need to get a 1725 01:09:00,020 --> 01:09:01,460 little bit of information I mean you 1726 01:09:01,460 --> 01:09:03,049 could duplicate what was basically 1727 01:09:03,049 --> 01:09:05,660 happening in these headers so you could 1728 01:09:05,660 --> 01:09:06,380 do that 1729 01:09:06,380 --> 01:09:07,790 but for the most part what you're trying 1730 01:09:07,790 --> 01:09:09,410 to do is minimize the stuff that you're 1731 01:09:09,410 --> 01:09:11,719 including to only be definitions of 1732 01:09:11,719 --> 01:09:14,330 stuff that you actually need in terms of 1733 01:09:14,330 --> 01:09:15,650 types but you don't want to include 1734 01:09:15,650 --> 01:09:17,420 anything else for the most part that's 1735 01:09:17,420 --> 01:09:19,460 the way I usually like to do it because 1736 01:09:19,460 --> 01:09:21,170 I like to make sure that all of my code 1737 01:09:21,170 --> 01:09:22,850 is in my code and then I don't call out 1738 01:09:22,850 --> 01:09:24,259 into the library for anything so that I 1739 01:09:24,259 --> 01:09:26,359 know absolutely everything that's going 1740 01:09:26,359 --> 01:09:27,980 on and I can guarantee that everything's 1741 01:09:27,980 --> 01:09:31,130 portable and so on and so forth but yeah 1742 01:09:31,130 --> 01:09:31,910 that's just me 1743 01:09:31,910 --> 01:09:34,850 in terms of in general how you decide 1744 01:09:34,850 --> 01:09:36,290 what you want to do it's whatever you 1745 01:09:36,290 --> 01:09:37,819 want to use like I mean if you want to 1746 01:09:37,819 --> 01:09:38,960 use stuff 1747 01:09:38,960 --> 01:09:43,759 I mean basically the way to to know 1748 01:09:43,759 --> 01:09:45,859 about size T is just that if you go to 1749 01:09:45,859 --> 01:09:50,000 any kind of reference on C++ or C you 1750 01:09:50,000 --> 01:09:52,549 can kind of see like what it gets what 1751 01:09:52,549 --> 01:09:54,440 you need to include to use it so for 1752 01:09:54,440 --> 01:09:56,030 example in C++ if you're using the 1753 01:09:56,030 --> 01:09:58,250 standard size T it tells you here like 1754 01:09:58,250 --> 01:09:59,810 that's the include that that comes with 1755 01:09:59,810 --> 01:10:04,400 if you're looking at the the C library 1756 01:10:04,400 --> 01:10:08,090 I know where that would be exactly I 1757 01:10:08,090 --> 01:10:14,489 know who says where that is 1758 01:10:14,489 --> 01:10:16,659 here you go there to find the header 1759 01:10:16,659 --> 01:10:19,060 file standard def dot H so you kind of 1760 01:10:19,060 --> 01:10:20,440 have to go hunting for them or you can 1761 01:10:20,440 --> 01:10:23,199 search in your C compilers include 1762 01:10:23,199 --> 01:10:24,400 directory to try to find where they are 1763 01:10:24,400 --> 01:10:26,139 but it can be a little hairy when you're 1764 01:10:26,139 --> 01:10:27,429 like I want to use this language feature 1765 01:10:27,429 --> 01:10:29,860 where is it right so I don't know so I 1766 01:10:29,860 --> 01:10:30,969 don't know if that's exactly what you 1767 01:10:30,969 --> 01:10:34,150 were asking if you want to ask a more 1768 01:10:34,150 --> 01:10:35,679 specifically I can try to answer it 1769 01:10:35,679 --> 01:10:46,380 maybe perhaps a little bit better 1770 01:10:46,380 --> 01:10:48,850 changing the literal value of a variable 1771 01:10:48,850 --> 01:10:51,219 is a peek and poke technique poking a 1772 01:10:51,219 --> 01:10:56,560 value into a memory address oh I see 1773 01:10:56,560 --> 01:11:00,159 what you're asking okay yes for the live 1774 01:11:00,159 --> 01:11:03,190 code it is not poke based for what 1775 01:11:03,190 --> 01:11:06,040 you're saying it is full-on live code so 1776 01:11:06,040 --> 01:11:08,440 for example what we were doing there is 1777 01:11:08,440 --> 01:11:10,389 when like for example you're moving this 1778 01:11:10,389 --> 01:11:13,869 guy around we could actually you know 1779 01:11:13,869 --> 01:11:16,420 change the code to do anything we wanted 1780 01:11:16,420 --> 01:11:18,369 we could we could change it to do 1781 01:11:18,369 --> 01:11:20,380 absolutely anything so for example we 1782 01:11:20,380 --> 01:11:22,480 could just go into the actual code where 1783 01:11:22,480 --> 01:11:25,510 the guy was was being drawn right in the 1784 01:11:25,510 --> 01:11:28,360 draw bitmap code and we could just pull 1785 01:11:28,360 --> 01:11:31,810 on you know draw more heads right I mean 1786 01:11:31,810 --> 01:11:34,179 if we wanted to we could just we could 1787 01:11:34,179 --> 01:11:36,310 just do you know anything and there's a 1788 01:11:36,310 --> 01:11:38,290 second head on the guy maybe we could we 1789 01:11:38,290 --> 01:11:40,060 could go in and say we want to draw lots 1790 01:11:40,060 --> 01:11:42,670 of heads on the guy head count our head 1791 01:11:42,670 --> 01:11:43,690 index equals zero 1792 01:11:43,690 --> 01:11:45,670 head index is less than 10 plus plus 1793 01:11:45,670 --> 01:11:48,369 head index and then you know you get 1794 01:11:48,369 --> 01:11:50,500 into this kind of a situation where you 1795 01:11:50,500 --> 01:11:51,969 just have so many heads you don't really 1796 01:11:51,969 --> 01:11:54,960 know oops I mean header in that head 1797 01:11:54,960 --> 01:11:58,770 like so right and this is still all 1798 01:11:58,770 --> 01:12:02,380 running you know totally fine and you 1799 01:12:02,380 --> 01:12:04,060 can like I do the loop live code editing 1800 01:12:04,060 --> 01:12:06,130 thing that I was doing before where the 1801 01:12:06,130 --> 01:12:08,050 dude kind of does whatever he's thing is 1802 01:12:08,050 --> 01:12:10,330 that he does and that can be running all 1803 01:12:10,330 --> 01:12:12,760 the while if you want to right and so I 1804 01:12:12,760 --> 01:12:15,670 can switch up what I'm doing here I can 1805 01:12:15,670 --> 01:12:17,440 I can remove that and just draw one of 1806 01:12:17,440 --> 01:12:21,340 them right like that I could I could do 1807 01:12:21,340 --> 01:12:23,619 anything I wanted to so yeah we've got 1808 01:12:23,619 --> 01:12:26,050 we've got pretty much as as 1809 01:12:26,050 --> 01:12:28,719 Hardcore live code editing as you can 1810 01:12:28,719 --> 01:12:30,460 get in a reasonable amount of time I 1811 01:12:30,460 --> 01:12:32,530 have some harder core stuff where you 1812 01:12:32,530 --> 01:12:33,840 can actually change data structure 1813 01:12:33,840 --> 01:12:38,170 layouts that I've done in the past but 1814 01:12:38,170 --> 01:12:40,150 that's a huge thing that would take many 1815 01:12:40,150 --> 01:12:41,920 hours of explaining on the stream so I 1816 01:12:41,920 --> 01:12:44,320 decided not to do that one but we've 1817 01:12:44,320 --> 01:12:46,030 basically got as hardcore as you can go 1818 01:12:46,030 --> 01:12:50,230 without that so yeah it's pretty awesome 1819 01:12:50,230 --> 01:12:52,210 too we haven't had that a lot of chance 1820 01:12:52,210 --> 01:12:54,579 to use it yet because we're not tuning 1821 01:12:54,579 --> 01:12:56,619 stuff at this point really where this 1822 01:12:56,619 --> 01:12:58,300 becomes really great and we'll see this 1823 01:12:58,300 --> 01:12:59,920 possibly next week or maybe the week 1824 01:12:59,920 --> 01:13:03,369 after is when you're trying to tune like 1825 01:13:03,369 --> 01:13:05,170 the feel of an animation like in that 1826 01:13:05,170 --> 01:13:07,059 movement code or whatever being able to 1827 01:13:07,059 --> 01:13:08,230 do this where you can just see them 1828 01:13:08,230 --> 01:13:09,849 walking around and tune it and tune it 1829 01:13:09,849 --> 01:13:11,530 and tune it is it's pretty awesome so 1830 01:13:11,530 --> 01:13:23,340 I'm looking forward to that 1831 01:13:23,340 --> 01:13:26,050 what will happen if you have an item 1832 01:13:26,050 --> 01:13:28,420 that is in front in one view but in the 1833 01:13:28,420 --> 01:13:30,670 back on another since it seems you've 1834 01:13:30,670 --> 01:13:32,110 hard-coded the order in which they're 1835 01:13:32,110 --> 01:13:34,210 drawn will you reorder them based on the 1836 01:13:34,210 --> 01:13:35,920 view or some other rendering technique 1837 01:13:35,920 --> 01:13:41,710 so it depends largely I suspect that the 1838 01:13:41,710 --> 01:13:45,550 way your okay so this is just some code 1839 01:13:45,550 --> 01:13:48,670 that we put in here I feel like I say 1840 01:13:48,670 --> 01:13:50,310 this a lot but I guess it doesn't 1841 01:13:50,310 --> 01:13:54,340 necessarily often come through all of 1842 01:13:54,340 --> 01:13:56,320 this is test code none of the code that 1843 01:13:56,320 --> 01:13:58,810 we have written in anything in here will 1844 01:13:58,810 --> 01:14:01,030 actually get used right it's all 1845 01:14:01,030 --> 01:14:04,990 spec'ing out our game engine so we will 1846 01:14:04,990 --> 01:14:06,940 not be drawing the player anything like 1847 01:14:06,940 --> 01:14:09,280 this in the shipping version of the game 1848 01:14:09,280 --> 01:14:12,100 right it will literally bear absolutely 1849 01:14:12,100 --> 01:14:13,900 no resemblance to going on what's going 1850 01:14:13,900 --> 01:14:15,850 on here all of the stuff we are learning 1851 01:14:15,850 --> 01:14:17,230 in that I'm explaining while we go 1852 01:14:17,230 --> 01:14:19,870 through it will absolutely be important 1853 01:14:19,870 --> 01:14:22,180 because we are every single last thing 1854 01:14:22,180 --> 01:14:23,650 that we've learned here will be crucial 1855 01:14:23,650 --> 01:14:27,640 in our making the engine good but none 1856 01:14:27,640 --> 01:14:30,030 of this is how you'd actually do it so 1857 01:14:30,030 --> 01:14:32,710 when I say that I'm just drawing a 1858 01:14:32,710 --> 01:14:34,060 couple things in here so we can put the 1859 01:14:34,060 --> 01:14:35,790 hero in that's literally what I mean 1860 01:14:35,790 --> 01:14:38,470 what we will actually be doing is will 1861 01:14:38,470 --> 01:14:40,150 actually have a number of ways in which 1862 01:14:40,150 --> 01:14:41,440 things actually get sorted into the 1863 01:14:41,440 --> 01:14:43,360 scene and you'll see that once we 1864 01:14:43,360 --> 01:14:44,650 actually get to the point where we have 1865 01:14:44,650 --> 01:14:46,390 a renderer as opposed to just some test 1866 01:14:46,390 --> 01:14:51,430 code that sense why don't use the Emacs 1867 01:14:51,430 --> 01:14:53,290 calc the reason is actually cuz I have 1868 01:14:53,290 --> 01:14:55,900 not bound a key to it yet I only just 1869 01:14:55,900 --> 01:14:58,630 figured out that was there like 1870 01:14:58,630 --> 01:15:01,240 accidentally on the basic Emacs ik Emacs 1871 01:15:01,240 --> 01:15:02,710 has so much stuff in it that I only know 1872 01:15:02,710 --> 01:15:04,660 like 0.5% of the things that are in 1873 01:15:04,660 --> 01:15:06,700 there and so I need to remember to buy 1874 01:15:06,700 --> 01:15:08,260 the key to it eventually so that I can 1875 01:15:08,260 --> 01:15:10,090 just quickly hit it in calc so I get 1876 01:15:10,090 --> 01:15:12,220 meta X quick cash cow blah blah blah 1877 01:15:12,220 --> 01:15:14,650 takes too long but yeah I'm gonna buy 1878 01:15:14,650 --> 01:15:23,000 the key to at some point 1879 01:15:23,000 --> 01:15:26,699 oh so I'm going to sing that maybe I can 1880 01:15:26,699 --> 01:15:34,559 get zoom in at sysinternals calm is that 1881 01:15:34,559 --> 01:15:37,139 true 1882 01:15:37,139 --> 01:15:46,670 Salinas Utilities zoom it zoom it is 1883 01:15:46,670 --> 01:15:56,800 different than zoom in 1884 01:15:56,800 --> 01:16:02,159 interesting 1885 01:16:02,159 --> 01:16:03,969 huh 1886 01:16:03,969 --> 01:16:05,380 well to be honest with you though I'm 1887 01:16:05,380 --> 01:16:07,620 kind of curious about that and since I 1888 01:16:07,620 --> 01:16:10,750 obviously love mark russinovich I I 1889 01:16:10,750 --> 01:16:12,670 might be inclined to take a look at that 1890 01:16:12,670 --> 01:16:16,810 guy I did kind of want zoom in but zoom 1891 01:16:16,810 --> 01:16:18,160 it sounds like fun 1892 01:16:18,160 --> 01:16:20,620 I will say so maybe we'll check that out 1893 01:16:20,620 --> 01:16:23,050 yeah all right thank you for for 1894 01:16:23,050 --> 01:16:25,210 mentioning that yeah that could be 1895 01:16:25,210 --> 01:16:27,610 useful let's go ahead and close that 1896 01:16:27,610 --> 01:16:36,310 down there when you panned off the mint 1897 01:16:36,310 --> 01:16:37,930 edges can you explain how the head was 1898 01:16:37,930 --> 01:16:45,370 redrawing over the body so redrawing 1899 01:16:45,370 --> 01:16:48,400 over the body I'm not sure what you mean 1900 01:16:48,400 --> 01:16:53,430 by the head was redrawing over the body 1901 01:16:53,430 --> 01:16:55,750 well I mean I can sort of just quickly 1902 01:16:55,750 --> 01:16:57,880 go through what was happening there and 1903 01:16:57,880 --> 01:17:00,850 hopefully answer the question as part of 1904 01:17:00,850 --> 01:17:03,880 that so and just for the the fellow who 1905 01:17:03,880 --> 01:17:06,040 was asking about how extensive are our 1906 01:17:06,040 --> 01:17:08,670 live code editing was I will go ahead 1907 01:17:08,670 --> 01:17:13,860 and and introduce a bug in the code 1908 01:17:13,860 --> 01:17:19,930 while it's live there we go all right so 1909 01:17:19,930 --> 01:17:21,580 I'm going to turn off the loops live 1910 01:17:21,580 --> 01:17:25,449 code editing here and go ahead and and 1911 01:17:25,449 --> 01:17:26,890 get us to a point where we could 1912 01:17:26,890 --> 01:17:30,730 actually see that that happening so this 1913 01:17:30,730 --> 01:17:33,940 is what was happening right you can see 1914 01:17:33,940 --> 01:17:36,130 that bug now that I've commented out the 1915 01:17:36,130 --> 01:17:39,730 line so the head wasn't redrawing over 1916 01:17:39,730 --> 01:17:41,560 the body that was not actually what's 1917 01:17:41,560 --> 01:17:44,650 happening what's happening is once we 1918 01:17:44,650 --> 01:17:46,360 hit the minimum edge of the screen right 1919 01:17:46,360 --> 01:17:48,730 so remember the bitmap is bigger here 1920 01:17:48,730 --> 01:17:50,260 because it's just a bunch of alpha empty 1921 01:17:50,260 --> 01:17:52,180 alpha around that guy once we hit the 1922 01:17:52,180 --> 01:17:54,190 edge of the screen and we keep going 1923 01:17:54,190 --> 01:17:56,350 forward what we're essentially doing is 1924 01:17:56,350 --> 01:17:58,900 we've we are now clipping the blit 1925 01:17:58,900 --> 01:18:00,699 rectangle like the blitt rectangle is 1926 01:18:00,699 --> 01:18:04,270 like this big right and in fact you know 1927 01:18:04,270 --> 01:18:05,949 what I could do to just to show this to 1928 01:18:05,949 --> 01:18:08,920 you I could go ahead and right in here 1929 01:18:08,920 --> 01:18:12,760 the our channel always on for example 1930 01:18:12,760 --> 01:18:15,010 like I could do something like this 1931 01:18:15,010 --> 01:18:17,070 right 1932 01:18:17,070 --> 01:18:22,860 oh but I have to do it just for dudes 1933 01:18:22,860 --> 01:18:26,050 just for the little dude there mmm hmm 1934 01:18:26,050 --> 01:18:27,160 how do I want to do that 1935 01:18:27,160 --> 01:18:29,680 well the way I could do that is say if I 1936 01:18:29,680 --> 01:18:33,340 was clipped I suppose so I could do I 1937 01:18:33,340 --> 01:18:40,090 could I could do it this way if what did 1938 01:18:40,090 --> 01:18:44,860 I call that variable source offset so if 1939 01:18:44,860 --> 01:18:48,090 source offset X or a source offset Y 1940 01:18:48,090 --> 01:18:55,900 draw the red channel oops so what I've 1941 01:18:55,900 --> 01:18:57,640 done is I've made it so that you can see 1942 01:18:57,640 --> 01:18:59,860 the entire area of the blip once it 1943 01:18:59,860 --> 01:19:01,630 starts clipping when it clips off the 1944 01:19:01,630 --> 01:19:04,030 minimum edge right so hopefully you can 1945 01:19:04,030 --> 01:19:06,010 see what happens I move up there and now 1946 01:19:06,010 --> 01:19:07,660 my rectangle is flush against the side 1947 01:19:07,660 --> 01:19:12,040 as I move further over our rectangle 1948 01:19:12,040 --> 01:19:14,170 properly clips to the size that it 1949 01:19:14,170 --> 01:19:16,120 should be it correctly sets the size of 1950 01:19:16,120 --> 01:19:19,780 the blit but it is not changing the 1951 01:19:19,780 --> 01:19:22,570 offset in the bitmap where it's copying 1952 01:19:22,570 --> 01:19:24,790 the values from so it's always copying 1953 01:19:24,790 --> 01:19:26,950 as if it were going to copy the whole 1954 01:19:26,950 --> 01:19:29,110 thing but it just gets clipped out 1955 01:19:29,110 --> 01:19:31,450 entirely right as that as the rectangle 1956 01:19:31,450 --> 01:19:32,980 shrinks and shrinks it's only copying 1957 01:19:32,980 --> 01:19:35,320 less and less so what we need to do to 1958 01:19:35,320 --> 01:19:37,750 fix that problem is we need to copy from 1959 01:19:37,750 --> 01:19:40,510 further in at the bitmap as we fall off 1960 01:19:40,510 --> 01:19:42,640 this edge of the screen we need to move 1961 01:19:42,640 --> 01:19:45,400 in on the source the place for copying 1962 01:19:45,400 --> 01:19:48,250 from we need to move in so that he moves 1963 01:19:48,250 --> 01:19:50,290 over even though he's only copying a 1964 01:19:50,290 --> 01:19:52,060 little bit so it's copying this you know 1965 01:19:52,060 --> 01:19:54,160 this part from the rightmost edge of the 1966 01:19:54,160 --> 01:19:55,420 bitmap base so you could think about it 1967 01:19:55,420 --> 01:19:58,300 it's doing that right and so when that 1968 01:19:58,300 --> 01:20:02,800 happens right go ahead and turn the bug 1969 01:20:02,800 --> 01:20:05,160 off now what's going to happen is 1970 01:20:05,160 --> 01:20:07,090 essentially you could still see it's 1971 01:20:07,090 --> 01:20:09,040 only bleeding this this piece right it's 1972 01:20:09,040 --> 01:20:10,470 only blending that rectangle right there 1973 01:20:10,470 --> 01:20:13,090 but what it's doing is it's skipping 1974 01:20:13,090 --> 01:20:15,250 when it copies a row it's skipping the 1975 01:20:15,250 --> 01:20:18,960 first end pixels where n is however many 1976 01:20:18,960 --> 01:20:21,790 however far off the edge we were right 1977 01:20:21,790 --> 01:20:23,920 and so that allows him to move all the 1978 01:20:23,920 --> 01:20:26,260 way off right so does that make a little 1979 01:20:26,260 --> 01:20:29,230 more sense right we didn't have to do 1980 01:20:29,230 --> 01:20:30,610 that when we were clipping on the other 1981 01:20:30,610 --> 01:20:32,290 side of the screen because on the other 1982 01:20:32,290 --> 01:20:34,389 side of the screen we're going from the 1983 01:20:34,389 --> 01:20:36,670 left to the right when we copy a row so 1984 01:20:36,670 --> 01:20:39,159 all we had to do is stop early so the 1985 01:20:39,159 --> 01:20:42,010 this this for loop that's going to a max 1986 01:20:42,010 --> 01:20:44,860 X when we clip the max X that just that 1987 01:20:44,860 --> 01:20:46,270 just works that just solves the problem 1988 01:20:46,270 --> 01:20:46,810 right there 1989 01:20:46,810 --> 01:20:52,270 we set the max X right here right here 1990 01:20:52,270 --> 01:20:54,310 right when the max X is greater than the 1991 01:20:54,310 --> 01:20:55,630 buffer width so when the max X would be 1992 01:20:55,630 --> 01:20:57,940 off this edge we'd go ahead and stop it 1993 01:20:57,940 --> 01:20:59,980 and we set it to that that edge that's 1994 01:20:59,980 --> 01:21:01,239 all we need to do because we just 1995 01:21:01,239 --> 01:21:02,949 stopped copying the row right we just 1996 01:21:02,949 --> 01:21:04,540 stopped copying the row early that's it 1997 01:21:04,540 --> 01:21:07,960 right but when we're trying to move the 1998 01:21:07,960 --> 01:21:09,219 guy by clicking the keyboard when I'm 1999 01:21:09,219 --> 01:21:11,500 focused in the other window but on the 2000 01:21:11,500 --> 01:21:13,030 other edge it's not that simple because 2001 01:21:13,030 --> 01:21:14,949 if we were to just stop copying the row 2002 01:21:14,949 --> 01:21:17,020 early we get what we saw before where 2003 01:21:17,020 --> 01:21:19,719 the guy appears to stop again clamp 2004 01:21:19,719 --> 01:21:21,190 against that edge because it's still 2005 01:21:21,190 --> 01:21:23,199 copying the pixels from the beginning of 2006 01:21:23,199 --> 01:21:24,369 the bitmap where we don't want to copy 2007 01:21:24,369 --> 01:21:26,739 those pixels right so hopefully that 2008 01:21:26,739 --> 01:21:29,110 makes more sense I'll go ahead and 2009 01:21:29,110 --> 01:21:32,080 remove that there and there you go 2010 01:21:32,080 --> 01:21:42,760 so now we're back to normal oops can't 2011 01:21:42,760 --> 01:21:44,290 wait to do a better player movement code 2012 01:21:44,290 --> 01:21:45,429 it's awful trying to get through these 2013 01:21:45,429 --> 01:21:50,409 doors yeah I'm just like every time I 2014 01:21:50,409 --> 01:21:51,489 try to go through a drawer I'm like I 2015 01:21:51,489 --> 01:22:02,010 gotta fix that 2016 01:22:02,010 --> 01:22:04,150 do you ever write tests or does the 2017 01:22:04,150 --> 01:22:09,010 average game not have unit tests well so 2018 01:22:09,010 --> 01:22:10,480 you didn't test I've covered this a 2019 01:22:10,480 --> 01:22:11,440 couple times before I'll just say 2020 01:22:11,440 --> 01:22:13,360 quickly again unit tests aren't very 2021 01:22:13,360 --> 01:22:16,570 useful in games because that not many 2022 01:22:16,570 --> 01:22:18,250 things have the kind of well-defined 2023 01:22:18,250 --> 01:22:20,770 repeatability that you need to make unit 2024 01:22:20,770 --> 01:22:23,350 testing successful but sometimes you do 2025 01:22:23,350 --> 01:22:26,110 and so for like the renderer for example 2026 01:22:26,110 --> 01:22:28,450 where you that would probably be a place 2027 01:22:28,450 --> 01:22:32,710 where we do unit tests and we will have 2028 01:22:32,710 --> 01:22:34,780 some performance tests which look a lot 2029 01:22:34,780 --> 01:22:35,830 like unit tests they're not really 2030 01:22:35,830 --> 01:22:37,750 testing correctness as much as they're 2031 01:22:37,750 --> 01:22:39,430 testing speed so we'll have some of that 2032 01:22:39,430 --> 01:22:41,680 so you will see a little bit of that you 2033 01:22:41,680 --> 01:22:43,030 just don't see as much of it as you 2034 01:22:43,030 --> 01:22:45,700 could in other disciplines where the 2035 01:22:45,700 --> 01:22:47,290 state space is much simpler games have 2036 01:22:47,290 --> 01:22:50,020 huge state spaces that are that are very 2037 01:22:50,020 --> 01:22:51,880 different from the kinds of code that 2038 01:22:51,880 --> 01:22:55,480 that is usefully tested by unit tests 2039 01:22:55,480 --> 01:22:57,040 and so usually if you were doing unit 2040 01:22:57,040 --> 01:22:59,230 tests on a game you're often testing 2041 01:22:59,230 --> 01:23:00,670 things that don't really that aren't 2042 01:23:00,670 --> 01:23:02,860 really the hard part so you'd like your 2043 01:23:02,860 --> 01:23:04,690 bulletproofing your easy cases by 2044 01:23:04,690 --> 01:23:06,490 writing unit tests in most game code and 2045 01:23:06,490 --> 01:23:08,530 that doesn't really help you but there 2046 01:23:08,530 --> 01:23:10,090 are places where you can use it and we 2047 01:23:10,090 --> 01:23:11,680 will use it I suspect on the stream in a 2048 01:23:11,680 --> 01:23:12,970 couple of places we just haven't gotten 2049 01:23:12,970 --> 01:23:15,070 anything we're we're still doing 2050 01:23:15,070 --> 01:23:16,750 exploratory work on how we want the 2051 01:23:16,750 --> 01:23:18,430 engine designed and so until we get into 2052 01:23:18,430 --> 01:23:19,630 some code that we think that we're gonna 2053 01:23:19,630 --> 01:23:21,340 ship there's really not much that much 2054 01:23:21,340 --> 01:23:23,170 point in doing unit tests right because 2055 01:23:23,170 --> 01:23:24,040 you just kind of wasting your time 2056 01:23:24,040 --> 01:23:25,540 you're wasting your time bulletproofing 2057 01:23:25,540 --> 01:23:34,190 something that you're out playing ship 2058 01:23:34,190 --> 01:23:36,599 does this form of live coding work with 2059 01:23:36,599 --> 01:23:39,659 adding member variables to structs in 2060 01:23:39,659 --> 01:23:42,270 some cases yes in some cases no like I 2061 01:23:42,270 --> 01:23:44,520 said there's the harder data data layout 2062 01:23:44,520 --> 01:23:48,090 stuff is something we didn't do because 2063 01:23:48,090 --> 01:23:49,770 it was going to be a very much more 2064 01:23:49,770 --> 01:23:51,539 involved process to do that it involves 2065 01:23:51,539 --> 01:23:53,489 writing medic ode and stuff and so I 2066 01:23:53,489 --> 01:23:55,860 didn't want to do that but you can add 2067 01:23:55,860 --> 01:23:57,869 to like the end of structs in certain 2068 01:23:57,869 --> 01:24:00,840 situations but you can't rearrange data 2069 01:24:00,840 --> 01:24:02,789 members and the reason for that is 2070 01:24:02,789 --> 01:24:05,909 because well you I mean you could as 2071 01:24:05,909 --> 01:24:07,590 long as there weren't any of them in use 2072 01:24:07,590 --> 01:24:09,780 yet right but assuming that there are 2073 01:24:09,780 --> 01:24:11,820 ones in use they won't get remapped and 2074 01:24:11,820 --> 01:24:13,860 so what you need to do is you need to go 2075 01:24:13,860 --> 01:24:15,690 in and remap all of the ones that were 2076 01:24:15,690 --> 01:24:19,260 different now and we yes so we didn't 2077 01:24:19,260 --> 01:24:25,409 implement that how does this test code 2078 01:24:25,409 --> 01:24:26,909 help with the Future architecture since 2079 01:24:26,909 --> 01:24:29,219 it all gets dumped so basically what it 2080 01:24:29,219 --> 01:24:31,679 does is it will define exactly what we 2081 01:24:31,679 --> 01:24:35,610 want our engine to do I always say write 2082 01:24:35,610 --> 01:24:38,250 the usage code first and I really really 2083 01:24:38,250 --> 01:24:40,469 really mean that never write an engine 2084 01:24:40,469 --> 01:24:42,539 without knowing exactly how the game is 2085 01:24:42,539 --> 01:24:44,429 going to use that engine and that is 2086 01:24:44,429 --> 01:24:45,480 what we're doing right now so we're 2087 01:24:45,480 --> 01:24:46,949 basically just building a game doing 2088 01:24:46,949 --> 01:24:48,539 whatever it is that we want to do first 2089 01:24:48,539 --> 01:24:50,099 and then what we'll do is we'll just 2090 01:24:50,099 --> 01:24:52,770 kind of pull out those pieces and turn 2091 01:24:52,770 --> 01:24:55,710 them into real engine components as we 2092 01:24:55,710 --> 01:24:57,599 go and we already did a little bit of 2093 01:24:57,599 --> 01:24:59,159 that with our tile map we haven't done a 2094 01:24:59,159 --> 01:25:01,380 whole lot but we've already made the the 2095 01:25:01,380 --> 01:25:03,960 tile map stuff work kind of that way 2096 01:25:03,960 --> 01:25:05,219 where we've defined what it need to do 2097 01:25:05,219 --> 01:25:06,599 and we just haven't we haven't gone and 2098 01:25:06,599 --> 01:25:08,309 done like full hardcore engine stuff on 2099 01:25:08,309 --> 01:25:09,510 it yet but we did pull it out into a 2100 01:25:09,510 --> 01:25:11,070 little system and so that's the way 2101 01:25:11,070 --> 01:25:14,070 things will work so don't think of it as 2102 01:25:14,070 --> 01:25:16,409 dumping think of it as continually 2103 01:25:16,409 --> 01:25:18,539 evolving but the point that I'm trying 2104 01:25:18,539 --> 01:25:20,820 to make before was that none of the code 2105 01:25:20,820 --> 01:25:22,679 that we wrote as written will be what 2106 01:25:22,679 --> 01:25:23,820 ships in the game so you don't really 2107 01:25:23,820 --> 01:25:26,670 have to worry about it at that level you 2108 01:25:26,670 --> 01:25:28,559 just have to look at it and go okay what 2109 01:25:28,559 --> 01:25:30,150 does this do right now and why do we 2110 01:25:30,150 --> 01:25:32,190 want it to do that and what is what do 2111 01:25:32,190 --> 01:25:33,750 we need the engine to eventually do for 2112 01:25:33,750 --> 01:25:35,520 us in that case so the question that the 2113 01:25:35,520 --> 01:25:36,900 person asked about sorting is actually 2114 01:25:36,900 --> 01:25:38,159 totally fine to ask a little further 2115 01:25:38,159 --> 01:25:39,329 down the road when we're trying to 2116 01:25:39,329 --> 01:25:41,610 figure out how we want to do things 2117 01:25:41,610 --> 01:25:43,559 attached to guys so that they start 2118 01:25:43,559 --> 01:25:45,239 right and all those sorts of things but 2119 01:25:45,239 --> 01:25:46,679 you know that's not really 2120 01:25:46,679 --> 01:25:48,659 at this point we're not really trying to 2121 01:25:48,659 --> 01:25:49,679 solve those kind of problems right now 2122 01:25:49,679 --> 01:25:51,599 once we get to them we'll think about 2123 01:25:51,599 --> 01:25:52,800 how we want them solved we'll spec that 2124 01:25:52,800 --> 01:25:54,749 for the engine push it aside and off you 2125 01:25:54,749 --> 01:26:05,250 go 2126 01:26:05,250 --> 01:26:07,200 I'm not sure if this is true I'm 2127 01:26:07,200 --> 01:26:09,750 assuming you are making the guy clip 2128 01:26:09,750 --> 01:26:12,840 when leaving the screen but why make it 2129 01:26:12,840 --> 01:26:15,330 clip if you can just make it follow the 2130 01:26:15,330 --> 01:26:18,180 yellow box which might clip the guy 2131 01:26:18,180 --> 01:26:23,010 itself again I really sorry I'm not sure 2132 01:26:23,010 --> 01:26:26,880 I understand the question yeah I 2133 01:26:26,880 --> 01:26:28,110 apologize I'm not sure I understand the 2134 01:26:28,110 --> 01:26:30,480 question so I can't really add much to 2135 01:26:30,480 --> 01:26:38,010 that if streaming assets will be 2136 01:26:38,010 --> 01:26:39,330 required to display all visual 2137 01:26:39,330 --> 01:26:40,770 information will there be some type of 2138 01:26:40,770 --> 01:26:42,180 manual limit placed on a potential 2139 01:26:42,180 --> 01:26:43,860 generation to ensure that all assets 2140 01:26:43,860 --> 01:26:45,530 will never be required for a single room 2141 01:26:45,530 --> 01:26:47,700 well that's kind of getting ahead again 2142 01:26:47,700 --> 01:26:49,950 of where we are but the simple answer to 2143 01:26:49,950 --> 01:26:53,100 that is it depends on what our asset 2144 01:26:53,100 --> 01:26:55,320 plan is it depends whether our assets 2145 01:26:55,320 --> 01:27:00,030 have a degradation path or not though 2146 01:27:00,030 --> 01:27:02,970 end of questions right at the end of 2147 01:27:02,970 --> 01:27:06,330 questions how is that possible that is 2148 01:27:06,330 --> 01:27:10,460 just - that is a good omen people well 2149 01:27:10,460 --> 01:27:13,320 ladies and gentlemen thank you very much 2150 01:27:13,320 --> 01:27:15,630 for joining me for another episode of 2151 01:27:15,630 --> 01:27:17,340 hand made hero this was a pretty fun one 2152 01:27:17,340 --> 01:27:19,260 I'm kind of glad we have a little dude 2153 01:27:19,260 --> 01:27:21,030 moving around now that's a little bit 2154 01:27:21,030 --> 01:27:23,310 satisfying and it makes me want him to 2155 01:27:23,310 --> 01:27:25,620 have a nice sort of feel as he moves and 2156 01:27:25,620 --> 01:27:28,350 a nice animation as he moves around and 2157 01:27:28,350 --> 01:27:30,330 so I feel like that kind of answers my 2158 01:27:30,330 --> 01:27:31,950 question of what we should do next I 2159 01:27:31,950 --> 01:27:33,630 think I definitely do want to go ahead 2160 01:27:33,630 --> 01:27:36,030 and say let's animate the guy next and 2161 01:27:36,030 --> 01:27:39,060 make him have kind of a nice feel as you 2162 01:27:39,060 --> 01:27:41,910 move them around because that'll 2163 01:27:41,910 --> 01:27:44,430 basically let me start talking about the 2164 01:27:44,430 --> 01:27:46,740 math and let us get into some kind of 2165 01:27:46,740 --> 01:27:49,230 really interesting stuff yeah I think 2166 01:27:49,230 --> 01:27:50,730 that's that's that's what we want to do 2167 01:27:50,730 --> 01:27:52,770 so I think tomorrow what we'll do is 2168 01:27:52,770 --> 01:27:55,830 we'll end off well I'll take a look at 2169 01:27:55,830 --> 01:27:58,110 my sheet of stuff that we've postponed 2170 01:27:58,110 --> 01:28:00,150 tomorrow will basically be our final 2171 01:28:00,150 --> 01:28:01,260 clean-up day we'll just go through 2172 01:28:01,260 --> 01:28:03,240 everything anything that we want done 2173 01:28:03,240 --> 01:28:05,460 before then and then let's let's just go 2174 01:28:05,460 --> 01:28:07,710 ahead and say unless there's some major 2175 01:28:07,710 --> 01:28:09,570 turnaround over the weekend or something 2176 01:28:09,570 --> 01:28:11,250 let's just go ahead and say that Monday 2177 01:28:11,250 --> 01:28:12,600 is going to be our day to start some 2178 01:28:12,600 --> 01:28:15,000 serious math action because that's going 2179 01:28:15,000 --> 01:28:17,040 to power us up a lot and we're gonna 2180 01:28:17,040 --> 01:28:18,270 need that power for all the stuff that 2181 01:28:18,270 --> 01:28:18,540 we're 2182 01:28:18,540 --> 01:28:23,250 want to do so please consider joining us 2183 01:28:23,250 --> 01:28:27,390 for that for that episode Monday 8:00 2184 01:28:27,390 --> 01:28:30,510 p.m. PST we will be back here but if you 2185 01:28:30,510 --> 01:28:33,390 would like to catch us tomorrow tomorrow 2186 01:28:33,390 --> 01:28:35,100 is the stream for our friends in Europe 2187 01:28:35,100 --> 01:28:37,590 obviously on Fridays we always go ahead 2188 01:28:37,590 --> 01:28:39,630 and do a stream earlier in the morning 2189 01:28:39,630 --> 01:28:41,340 so that people on the time zones can 2190 01:28:41,340 --> 01:28:43,260 catch up set of 8:00 p.m. tomorrow's 2191 01:28:43,260 --> 01:28:45,330 will be 9:00 a.m. Pacific Standard Time 2192 01:28:45,330 --> 01:28:48,690 in the morning so if you are interested 2193 01:28:48,690 --> 01:28:51,570 in catching sort of the the final the 2194 01:28:51,570 --> 01:28:53,910 final step in our in our current series 2195 01:28:53,910 --> 01:28:55,020 of handmade here uh stuff before we 2196 01:28:55,020 --> 01:28:57,180 start the math please join us tomorrow 2197 01:28:57,180 --> 01:28:59,820 at 9:00 a.m. Pacific Standard Time I 2198 01:28:59,820 --> 01:29:01,410 know it's a little bit early I will be 2199 01:29:01,410 --> 01:29:03,420 groggy so will everyone else but we'll 2200 01:29:03,420 --> 01:29:04,470 get through it with a little bit of 2201 01:29:04,470 --> 01:29:07,440 coffee almond milk I suspect and I would 2202 01:29:07,440 --> 01:29:10,470 love to see you there again if you are 2203 01:29:10,470 --> 01:29:12,030 interested in following along at home 2204 01:29:12,030 --> 01:29:14,160 and you have not done so you can always 2205 01:29:14,160 --> 01:29:15,810 PR to the game and that comes with the 2206 01:29:15,810 --> 01:29:17,040 full source code so you can always 2207 01:29:17,040 --> 01:29:19,440 download every night after we finished 2208 01:29:19,440 --> 01:29:21,120 programming you can always download the 2209 01:29:21,120 --> 01:29:22,320 latest source code and follow along at 2210 01:29:22,320 --> 01:29:24,000 home it also comes with the test assets 2211 01:29:24,000 --> 01:29:26,100 that we're using here so you can you 2212 01:29:26,100 --> 01:29:27,840 know use those as well and see you can 2213 01:29:27,840 --> 01:29:29,130 you can kind of play around with them 2214 01:29:29,130 --> 01:29:32,550 mm-hmm just like we're doing similarly 2215 01:29:32,550 --> 01:29:33,780 if you want to support the video series 2216 01:29:33,780 --> 01:29:36,570 we have a patreon we also have a news or 2217 01:29:36,570 --> 01:29:37,770 patreon I don't actually know you 2218 01:29:37,770 --> 01:29:38,250 pronounce that 2219 01:29:38,250 --> 01:29:40,860 I suppose patreon I'm not sure but you 2220 01:29:40,860 --> 01:29:41,820 can subscribe to that if you want 2221 01:29:41,820 --> 01:29:43,530 support the video series and we have a 2222 01:29:43,530 --> 01:29:46,470 news and forum site you can go to which 2223 01:29:46,470 --> 01:29:47,820 has a lot of great information on it 2224 01:29:47,820 --> 01:29:48,690 it's got the schedule for the week 2225 01:29:48,690 --> 01:29:50,310 posted it's got an episode guide with 2226 01:29:50,310 --> 01:29:52,050 all the previous episodes and people 2227 01:29:52,050 --> 01:29:55,380 submit time-coded sort of jump lists and 2228 01:29:55,380 --> 01:29:56,490 you can jump around in them which is 2229 01:29:56,490 --> 01:29:58,710 kind of handy there's a coding reference 2230 01:29:58,710 --> 01:29:59,880 section which has ports to other 2231 01:29:59,880 --> 01:30:00,960 platforms if you're trying to follow 2232 01:30:00,960 --> 01:30:02,130 along the Linux or Mac there's some 2233 01:30:02,130 --> 01:30:04,140 great resources for you there and of 2234 01:30:04,140 --> 01:30:05,820 course there is a code discussion forum 2235 01:30:05,820 --> 01:30:07,020 if you want to ask questions so please 2236 01:30:07,020 --> 01:30:08,210 check it out if you're trying to learn 2237 01:30:08,210 --> 01:30:10,410 from the stream that's a great place to 2238 01:30:10,410 --> 01:30:11,910 go a lot of really helpful people up 2239 01:30:11,910 --> 01:30:13,080 there and people have done some really 2240 01:30:13,080 --> 01:30:14,610 great stuff so I highly recommend it 2241 01:30:14,610 --> 01:30:16,260 alright thank you everyone for joining 2242 01:30:16,260 --> 01:30:18,960 me and I hope to see you tomorrow and 2243 01:30:18,960 --> 01:30:24,050 Monday as well so take it easy everyone 164338

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