Handmade Hero

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Status:
Ended
Season 1:
Ended on July 18, 2015
Watched: 0%
0 of 151 Episodes
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Notes:

Season: 1
# Air Date Episode Name Watched?
E1 Nov 18, 2014 Day 001 - Setting Up the Windows Build
E2 Nov 19, 2014 Day 002 - Opening a Win32 Window
E3 Nov 20, 2014 Day 003 - Allocating a Backbuffer
E4 Nov 20, 2014 Day 004 - Animating the Backbuffer
E5 Nov 22, 2014 Day 005 - Windows Graphics Review
E6 Nov 25, 2014 Day 006 - Gamepad and Keyboard Input
E7 Nov 25, 2014 Day 007 - Initializing DirectSound
E8 Nov 26, 2014 Day 008 - Writing a Square Wave to DirectSound
E9 Nov 27, 2014 Day 009 - Variable-Pitch Sine Wave Output
E10 Nov 28, 2014 Day 010 - QueryPerformanceCounter and RDTSC
E11 Dec 02, 2014 Day 011 - The Basics of Platform API Design
E12 Dec 02, 2014 Day 012 - Platform-independent Sound Output
E13 Dec 03, 2014 Day 013 - Platform-independent User Input
E14 Dec 05, 2014 Day 014 - Platform-independent Game Memory
E15 Dec 05, 2014 Day 015 - Platform-independent Debug File I/O
E16 Dec 08, 2014 Day 016 - VisualStudio Compiler Switches
E17 Dec 09, 2014 Day 017 - Unified Keyboard and Gamepad Input
E18 Dec 11, 2014 Day 018 - Enforcing a Video Frame Rate
E19 Dec 11, 2014 Day 019 - Improving Audio Synchronization
E20 Dec 12, 2014 Day 020 - Debugging the Audio Sync
E21 Dec 15, 2014 Day 021 - Loading Game Code Dynamically
E22 Dec 17, 2014 Day 022 - Instantaneous Live Code Editing
E23 Dec 18, 2014 Day 023 - Looped Live Code Editing
E24 Dec 19, 2014 Day 024 - Win32 Platform Layer Cleanup
E25 Dec 19, 2014 Day 025 - Finishing the Win32 Prototyping Layer
E26 Dec 22, 2014 Day 026 - Introduction to Game Architecture
E27 Dec 23, 2014 Day 027 - Exploration-based Architecture
E28 Dec 24, 2014 Day 028 - Drawing a Tile Map
E29 Dec 25, 2014 Day 029 - Basic Tile Map Collision Checking
E30 Dec 26, 2014 Day 030 - Moving Between Tile Maps
E31 Dec 29, 2014 Day 031 - Tilemap Coordinate Systems
E32 Dec 30, 2014 Day 032 - Unified Position Representation
E33 Dec 31, 2014 Day 033 - Virtualized Tile Maps
E34 Jan 01, 2015 Day 034 - Tile Map Memory
E35 Jan 02, 2015 Day 035 - Basic Sparse Tilemap Storage
E36 Jan 05, 2015 Day 036 - Loading BMPs
E37 Jan 06, 2015 Day 037 - Basic Bitmap Rendering
E38 Jan 07, 2015 Day 038 - Basic Linear Bitmap Blending
E39 Jan 08, 2015 Day 039 - Basic Bitmap Rendering Cleanup
E40 Jan 09, 2015 Day 040 - Cursor Hiding and Fullscreen Support
E41 Jan 12, 2015 Day 041 - Overview of the Types of Math Used in Games
E42 Jan 12, 2015 Day 042 - Basic 2D Vectors
E43 Jan 14, 2015 Day 043 - The Equations of Motion
E44 Jan 15, 2015 Day 044 - Reflecting Vectors
E45 Jan 16, 2015 Day 045 - Geometric vs. Temporal Movement Search
E46 Jan 20, 2015 Day 046 - Basic Multiplayer Support
E47 Jan 20, 2015 Day 047 - Vector Lengths
E48 Jan 21, 2015 Day 048 - Line Segment Intersection Collisions
E49 Jan 22, 2015 Day 049 - Debugging Canonical Coordinates
E50 Jan 23, 2015 Day 050 - Basic Minkowski-based Collision Detection
E51 Jan 27, 2015 Day 051 - Separating Entities By Update Frequency
E52 Jan 27, 2015 Day 052 - Entity Movement in Camera Space
E53 Jan 28, 2015 Day 053 - Environment Elements as Entities
E54 Jan 29, 2015 Day 054 - Removing the Dormant Entity Concept
E55 Jan 30, 2015 Day 055 - Hash-based World Storage
E56 Feb 02, 2015 Day 056 - Switching from Tiles to Entities
E57 Feb 03, 2015 Day 057 - Spatially Partitioning Entities
E58 Feb 04, 2015 Day 058 - Using the Spatial Partition
E59 Feb 06, 2015 Day 059 - Adding a Basic Familiar Entity
E60 Feb 06, 2015 Day 060 - Adding Hitpoints
E61 Feb 10, 2015 Day 061 - Adding a Simple Attack
E62 Feb 11, 2015 Day 062 - Basic Moving Projectiles
E63 Feb 12, 2015 Day 063 - Simulation Regions
E64 Feb 13, 2015 Day 064 - Mapping Entity Indexes to Pointers
E65 Feb 13, 2015 Day 065 - Finishing the Simulation Region Change
E66 Feb 16, 2015 Day 066 - Adding Support for Non-spatial Entities
E67 Feb 18, 2015 Day 067 - Making Updates Conditional
E68 Feb 19, 2015 Day 068 - Exact Enforcement of Maximum Movement Distances
E69 Feb 19, 2015 Day 069 - Pairwise Collision Rules
E70 Feb 20, 2015 Day 070 - Exploration To-do List
E71 Feb 24, 2015 Day 071 - Converting to Full 3D Positioning
E72 Feb 25, 2015 Day 072 - Proper 3D Inclusion Tests
E73 Feb 26, 2015 Day 073 - Temporarily Overlapping Entities
E74 Feb 27, 2015 Day 074 - Moving Entities Up and Down Stairwells
E75 Feb 27, 2015 Day 075 - Conditional Movement Based on Step Heights
E76 Mar 10, 2015 Day 076 - Entity Heights and Collision Detection
E77 Mar 11, 2015 Day 077 - Entity Ground Points
E78 Mar 12, 2015 Day 078 - Multiple Collision Volumes Per Entity
E79 Mar 13, 2015 Day 079 - Defining the Ground
E80 Mar 14, 2015 Day 080 - Handling Traversables in the Collision Loop
E81 Mar 19, 2015 Day 081 - Creating Ground with Overlapping Bitmaps
E82 Mar 20, 2015 Day 082 - Caching Composited Bitmaps
E83 Mar 20, 2015 Day 083 - Premultiplied Alpha
E84 Mar 24, 2015 Day 084 - Scrolling Ground Buffer
E85 Mar 25, 2015 Day 085 - Transient Ground Buffers
E86 Mar 26, 2015 Day 086 - Aligning Ground Buffers to World Chunks
E87 Mar 27, 2015 Day 087 - Seamless Ground Textures
E88 Mar 28, 2015 Day 088 - Push Buffer Rendering
E89 Mar 31, 2015 Day 089 - Renderer Push Buffer Entry Types
E90 Apr 01, 2015 Day 090 - Bases Part I
E91 Apr 02, 2015 Day 091 - Bases Part II
E92 Apr 03, 2015 Day 092 - Filling Rotated and Scaled Rectangles
E93 Apr 04, 2015 Day 093 - Textured Quadrilaterals
E94 Apr 07, 2015 Day 094 - Converting sRGB to Light-linear Space
E95 Apr 08, 2015 Day 095 - Gamma-correct Premultiplied Alpha
E96 Apr 09, 2015 Day 096 - Introduction to Lighting
E97 Apr 10, 2015 Day 097 - Adding Normal Maps to the Pipeline
E98 Apr 11, 2015 Day 098 - Normal Map Code Cleanup
E99 Apr 14, 2015 Day 099 - Test Environment Maps
E100 Apr 15, 2015 Day 100 - Reflection Vectors
E101 Apr 16, 2015 Day 101 - The Inverse and the Transpose
E102 Apr 17, 2015 Day 102 - Transforming Normals Properly
E103 Apr 18, 2015 Day 103 - Card-like Normal Map Reflections
E104 Apr 21, 2015 Day 104 - Switching to Y-is-up Render Targets
E105 Apr 22, 2015 Day 105 - Cleaning Up the Renderer API
E106 Apr 23, 2015 Day 106 - World Scaling
E107 Apr 24, 2015 Day 107 - Fading Z Layers
E108 Apr 25, 2015 Day 108 - Perspective Projection
E109 Apr 28, 2015 Day 109 - Resolution-Independent Rendering
E110 Apr 30, 2015 Day 110 - Unprojecting Screen Boundaries
E111 May 01, 2015 Day 111 - Resolution-Independent Ground Chunks
E112 May 05, 2015 Day 112 - A Mental Model of CPU Performance
E113 May 06, 2015 Day 113 - Simple Performance Counters
E114 May 07, 2015 Day 114 - Preparing a Function for Optimization
E115 May 07, 2015 Day 115 - SIMD Basics
E116 May 08, 2015 Day 116 - Converting Math Operations to SIMD
E117 May 12, 2015 Day 117 - Packing Pixels for the Framebuffer
E118 May 13, 2015 Day 118 - Wide Unpacking and Masking
E119 May 14, 2015 Day 119 - Counting Intrinsics
E120 May 15, 2015 Day 120 - Measuring Port Usage with IACA
E121 May 17, 2015 Day 121 - Rendering in Tiles (Marathon)
E122 May 25, 2015 Day 122 - Introduction to Multithreading
E123 May 27, 2015 Day 123 - Interlocked Operations
E124 May 28, 2015 Day 124 - Memory Barriers and Semaphores
E125 May 29, 2015 Day 125 - Abstracting the Work Queue
E126 May 30, 2015 Day 126 - Circular FIFO Work Queue
E127 Jun 02, 2015 Day 127 - Aligning Rendering Memory
E128 Jun 03, 2015 Day 128 - Push-time Transforms
E129 Jun 04, 2015 Day 129 - Adding Orthographic Projection
E130 Jun 05, 2015 Day 130 - Seamless Bilinear Tiling
E131 Jun 09, 2015 Day 131 - Asynchronous Ground Chunk Composition
E132 Jun 10, 2015 Day 132 - Asset Streaming
E133 Jun 11, 2015 Day 133 - Preliminary Asset Structuring
E134 Jun 12, 2015 Day 134 - Mapping Assets to Bitmaps
E135 Jun 13, 2015 Day 135 - Typed Asset Arrays
E136 Jun 16, 2015 Day 136 - Tag-based Asset Retrieval
E137 Jun 17, 2015 Day 137 - Matching Periodic Tags
E138 Jun 18, 2015 Day 138 - Loading WAV Files
E139 Jun 19, 2015 Day 139 - Introduction to Sound Mixing
E140 Jun 20, 2015 Day 140 - Implementing a Sound Mixer
E141 Jun 23, 2015 Day 141 - Streaming Large Audio in Chunks
E142 Jun 24, 2015 Day 142 - Per-sample Volume Interpolation
E143 Jun 25, 2015 Day 143 - Pitch Shifting in the Mixer
E144 Jun 27, 2015 Day 144 - SSE Mixer Pre and Post Loops
E145 Jun 30, 2015 Day 145 - SSE Mixer Main Loop
E146 Jul 01, 2015 Day 146 - Accumulation vs. Explicit Calculation
E147 Jul 14, 2015 Day 147 - Defining the Asset File
E148 Jul 15, 2015 Day 148 - Writing the Asset File Header
E149 Jul 16, 2015 Day 149 - Writing Assets to the Asset File
E150 Jul 17, 2015 Day 150 - Loading Assets from the Asset File
E151 Jul 18, 2015 Day 151 - New Platform File API
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Mark Season 1:
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Network:
YouTube
Seasons:
1
Years:
2014 - 2015
Genre:
Reality, Documentary
Country:
United States
Language:
English
Rating:
TV-G
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