2:20Recap the creation of handmade_asset.cpp
                    
                        2:20Recap the creation of handmade_asset.cpp
                     
                    
                        2:20Recap the creation of handmade_asset.cpp
                     
                 
                
                    4:35handmade_asset.cpp: Make the arrayed assets go through the asset system
                    
                        4:35handmade_asset.cpp: Make the arrayed assets go through the asset system
                     
                    
                        4:35handmade_asset.cpp: Make the arrayed assets go through the asset system
                     
                 
                
                    5:31Provide a stable way to define AlignX and TopDownAlignY with the bitmaps
                    
                        5:31Provide a stable way to define AlignX and TopDownAlignY with the bitmaps
                     
                    
                        5:31Provide a stable way to define AlignX and TopDownAlignY with the bitmaps
                     
                 
                
                    9:10handmade_asset.cpp: Remove superfluous asset types
                    
                        9:10handmade_asset.cpp: Remove superfluous asset types
                     
                    
                        9:10handmade_asset.cpp: Remove superfluous asset types
                     
                 
                
                    10:17Debugger: Read out the alignments for the bitmaps
                    
                        10:17Debugger: Read out the alignments for the bitmaps
                     
                    
                        10:17Debugger: Read out the alignments for the bitmaps
                     
                 
                
                    10:50handmade_asset.cpp: Replace AlignX and TopDownAlignY with AlignPercentage for each asset type
                    
                        10:50handmade_asset.cpp: Replace AlignX and TopDownAlignY with AlignPercentage for each asset type
                     
                    
                        10:50handmade_asset.cpp: Replace AlignX and TopDownAlignY with AlignPercentage for each asset type
                     
                 
                
                    12:08Remove this DEBUGLoadBMP call and edit an earlier DEBUGLoadBMP call to take into account these changes to AlignPercentage
                    
                        12:08Remove this DEBUGLoadBMP call and edit an earlier DEBUGLoadBMP call to take into account these changes to AlignPercentage
                     
                    
                        12:08Remove this DEBUGLoadBMP call and edit an earlier DEBUGLoadBMP call to take into account these changes to AlignPercentage
                     
                 
                
                    12:46Get rid of TopDownAlign
                    
                        12:46Get rid of TopDownAlign
                     
                    
                        12:46Get rid of TopDownAlign
                     
                 
                
                
                    13:50Consider our current options for cleaning this up while we still don't have a pack file
                    
                        13:50Consider our current options for cleaning this up while we still don't have a pack file
                     
                    
                        13:50Consider our current options for cleaning this up while we still don't have a pack file
                     
                 
                
                    15:05handmade_asset.h: Change the structure of asset_bitmap_info
                    
                        15:05handmade_asset.h: Change the structure of asset_bitmap_info
                     
                    
                        15:05handmade_asset.h: Change the structure of asset_bitmap_info
                     
                 
                
                    16:46handmade_asset.cpp: Allocate a ton of bitmaps for testing purposes
                    
                        16:46handmade_asset.cpp: Allocate a ton of bitmaps for testing purposes
                     
                    
                        16:46handmade_asset.cpp: Allocate a ton of bitmaps for testing purposes
                     
                 
                
                    17:13Introduce DEBUGAddBitmapInfo
                    
                        17:13Introduce DEBUGAddBitmapInfo
                     
                    
                        17:13Introduce DEBUGAddBitmapInfo
                     
                 
                
                    19:39Create assets dynamically in AllocateGameAssets
                    
                        19:39Create assets dynamically in AllocateGameAssets
                     
                    
                        19:39Create assets dynamically in AllocateGameAssets
                     
                 
                
                    22:47Pull out BeginAssetType, AddBitmapAsset and EndAssetType into functions
                    
                        22:47Pull out BeginAssetType, AddBitmapAsset and EndAssetType into functions
                     
                    
                        22:47Pull out BeginAssetType, AddBitmapAsset and EndAssetType into functions
                     
                 
                
                    25:47handmade.h: TODO(casey): Optional "clear" parameter!!!!
                    
                        25:47handmade.h: TODO(casey): Optional "clear" parameter!!!!
                     
                    
                        25:47handmade.h: TODO(casey): Optional "clear" parameter!!!!
                     
                 
                
                    26:10handmade_asset.cpp: Continue writing these functions
                    
                        26:10handmade_asset.cpp: Continue writing these functions
                     
                    
                        26:10handmade_asset.cpp: Continue writing these functions
                     
                 
                
                    29:45Debugger: Step through these functions
                    
                        29:45Debugger: Step through these functions
                     
                    
                        29:45Debugger: Step through these functions
                     
                 
                
                
                    33:59handmade_asset.cpp: Get the Grass, Tuft and Stone bitmaps using this new system
                    
                        33:59handmade_asset.cpp: Get the Grass, Tuft and Stone bitmaps using this new system
                     
                    
                        33:59handmade_asset.cpp: Get the Grass, Tuft and Stone bitmaps using this new system
                     
                 
                
                    34:53handmade.cpp: Introduce id-based picking of assets
                    
                        34:53handmade.cpp: Introduce id-based picking of assets
                     
                    
                        34:53handmade.cpp: Introduce id-based picking of assets
                     
                 
                
                    36:33handmade_asset.cpp: Introduce RandomAssetFrom
                    
                        36:33handmade_asset.cpp: Introduce RandomAssetFrom
                     
                    
                        36:33handmade_asset.cpp: Introduce RandomAssetFrom
                     
                 
                
                
                    39:18Debugger: See what the asset tables look like
                    
                        39:18Debugger: See what the asset tables look like
                     
                    
                        39:18Debugger: See what the asset tables look like
                     
                 
                
                    39:57handmade_asset.cpp: Add the first asset in RandomAssetFrom
                    
                        39:57handmade_asset.cpp: Add the first asset in RandomAssetFrom
                     
                    
                        39:57handmade_asset.cpp: Add the first asset in RandomAssetFrom
                     
                 
                
                    40:53Run the game and note the absence of trees
                    
                        40:53Run the game and note the absence of trees
                     
                    
                        40:53Run the game and note the absence of trees
                     
                 
                
                    42:24handmade.cpp: Investigate this absence of trees
                    
                        42:24handmade.cpp: Investigate this absence of trees
                     
                    
                        42:24handmade.cpp: Investigate this absence of trees
                     
                 
                
                    43:27handmade_asset.cpp: Determine whether LoadBitmap is thread-safe
                    
                        43:27handmade_asset.cpp: Determine whether LoadBitmap is thread-safe
                     
                    
                        43:27handmade_asset.cpp: Determine whether LoadBitmap is thread-safe
                     
                 
                
                    44:37Use the asset_bitmap_info table
                    
                        44:37Use the asset_bitmap_info table
                     
                    
                        44:37Use the asset_bitmap_info table
                     
                 
                
                    45:53handmade.cpp: Re-enable PushBitmap
                    
                        45:53handmade.cpp: Re-enable PushBitmap
                     
                    
                        45:53handmade.cpp: Re-enable PushBitmap
                     
                 
                
                    46:36Debugger: Step through LoadBitmap and RandomAssetFrom
                    
                        46:36Debugger: Step through LoadBitmap and RandomAssetFrom
                     
                    
                        46:36Debugger: Step through LoadBitmap and RandomAssetFrom
                     
                 
                
                
                    49:57handmade_asset.cpp: Add the Choice rather than the Count in RandomAssetFrom
                    
                        49:57handmade_asset.cpp: Add the Choice rather than the Count in RandomAssetFrom
                     
                    
                        49:57handmade_asset.cpp: Add the Choice rather than the Count in RandomAssetFrom
                     
                 
                
                    50:34Run the game and wonder why it was failing
                    
                        50:34Run the game and wonder why it was failing
                     
                    
                        50:34Run the game and wonder why it was failing
                     
                 
                
                    51:46handmade_asset.cpp: Finish off the asset array set
                    
                        51:46handmade_asset.cpp: Finish off the asset array set
                     
                    
                        51:46handmade_asset.cpp: Finish off the asset array set
                     
                 
                
                    52:33handmade.cpp: Set Stamp from RandomAssetFrom
                    
                        52:33handmade.cpp: Set Stamp from RandomAssetFrom
                     
                    
                        52:33handmade.cpp: Set Stamp from RandomAssetFrom
                     
                 
                
                    53:46Run and note the absence of ground chunks
                    
                        53:46Run and note the absence of ground chunks
                     
                    
                        53:46Run and note the absence of ground chunks
                     
                 
                
                    54:21handmade.cpp: Write the fail case for AllResourcesPresent
                    
                        54:21handmade.cpp: Write the fail case for AllResourcesPresent
                     
                    
                        54:21handmade.cpp: Write the fail case for AllResourcesPresent
                     
                 
                
                    55:24Debugger: Look through FillGroundChunk
                    
                        55:24Debugger: Look through FillGroundChunk
                     
                    
                        55:24Debugger: Look through FillGroundChunk
                     
                 
                
                    56:11handmade.cpp: Setup RenderGroup, Buffer and Task near the top of FillGroundChunk
                    
                        56:11handmade.cpp: Setup RenderGroup, Buffer and Task near the top of FillGroundChunk
                     
                    
                        56:11handmade.cpp: Setup RenderGroup, Buffer and Task near the top of FillGroundChunk
                     
                 
                
                    56:56Run the game and recap today's progress
                    
                        56:56Run the game and recap today's progress
                     
                    
                        56:56Run the game and recap today's progress
                     
                 
                
                
                    58:42@noxy_key What do you mean when you say to write "usage code first"? Also, is there any special handling of Asset 0? I am unclear on this
🗪
 
                    
                        58:42@noxy_key What do you mean when you say to write "usage code first"? Also, is there any special handling of Asset 0? I am unclear on this
🗪
 
                     
                    
                        58:42@noxy_key What do you mean when you say to write "usage code first"? Also, is there any special handling of Asset 0? I am unclear on this
🗪
 
                     
                 
                
                    1:00:45@garlandobloom You used some uint32_t in t here instead of uint32
🗪
 
                    
                        1:00:45@garlandobloom You used some uint32_t in t here instead of uint32
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                        1:00:45@garlandobloom You used some uint32_t in t here instead of uint32
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                    1:01:41@miblo Are you expecting a new batch of art from Yangtian?
🗪
 
                    
                        1:01:41@miblo Are you expecting a new batch of art from Yangtian?
🗪
 
                     
                    
                        1:01:41@miblo Are you expecting a new batch of art from Yangtian?
🗪
 
                     
                 
                
                    1:02:01@ciastek3214 Are you gonna eventually downgrade the graphics to stir up some controversy and get the game talked about on NeoGAF and Reddit?
🗪
 
                    
                        1:02:01@ciastek3214 Are you gonna eventually downgrade the graphics to stir up some controversy and get the game talked about on NeoGAF and Reddit?
🗪
 
                     
                    
                        1:02:01@ciastek3214 Are you gonna eventually downgrade the graphics to stir up some controversy and get the game talked about on NeoGAF and Reddit?
🗪
 
                     
                 
                
                    1:03:12@johnicholas What are some example changes to the gameplay that would require changes to the tags?
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                        1:03:12@johnicholas What are some example changes to the gameplay that would require changes to the tags?
🗪
 
                     
                    
                        1:03:12@johnicholas What are some example changes to the gameplay that would require changes to the tags?
🗪
 
                     
                 
                
                    1:03:53@biolumonix What certifications do you have?
🗪
 
                    
                        1:03:53@biolumonix What certifications do you have?
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                        1:03:53@biolumonix What certifications do you have?
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                    1:04:24@rgseaug77 Do you ever feel sleepy when it's taking you a long time to solve a bug?
🗪
 
                    
                        1:04:24@rgseaug77 Do you ever feel sleepy when it's taking you a long time to solve a bug?
🗪
 
                     
                    
                        1:04:24@rgseaug77 Do you ever feel sleepy when it's taking you a long time to solve a bug?
🗪
 
                     
                 
                
                    1:04:41@butwhynot1 Are you going to show the asset pipeline tools programming on stream?
🗪
 
                    
                        1:04:41@butwhynot1 Are you going to show the asset pipeline tools programming on stream?
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                        1:04:41@butwhynot1 Are you going to show the asset pipeline tools programming on stream?
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                    1:05:32@poohshoes I missed the pre-stream. Did you talk about APIs like you said you would on twitter?
🗪
 
                    
                        1:05:32@poohshoes I missed the pre-stream. Did you talk about APIs like you said you would on twitter?
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                        1:05:32@poohshoes I missed the pre-stream. Did you talk about APIs like you said you would on twitter?
🗪
 
                     
                 
                
                    1:05:51@mojobojo What reason is there to use size_t other than int32 or uint32?
🗪
 
                    
                        1:05:51@mojobojo What reason is there to use size_t other than int32 or uint32?
🗪
 
                     
                    
                        1:05:51@mojobojo What reason is there to use size_t other than int32 or uint32?
🗪
 
                     
                 
                
                    1:07:00@ciastek3214 Do you plan on implementing HTC Vive and Lighthouse support for whatever reason?
🗪
 
                    
                        1:07:00@ciastek3214 Do you plan on implementing HTC Vive and Lighthouse support for whatever reason?
🗪
 
                     
                    
                        1:07:00@ciastek3214 Do you plan on implementing HTC Vive and Lighthouse support for whatever reason?
🗪
 
                     
                 
                
                    1:07:32@twiebs If the asset pipeline won't be done on stream, will you still release the source for it?
🗪
 
                    
                        1:07:32@twiebs If the asset pipeline won't be done on stream, will you still release the source for it?
🗪
 
                     
                    
                        1:07:32@twiebs If the asset pipeline won't be done on stream, will you still release the source for it?
🗪
 
                     
                 
                
                    1:08:43@corujanova Will you do a separate isolated session on databases (mentioned yesterday)? I would love to hear your thoughts on that
🗪
 
                    
                        1:08:43@corujanova Will you do a separate isolated session on databases (mentioned yesterday)? I would love to hear your thoughts on that
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                        1:08:43@corujanova Will you do a separate isolated session on databases (mentioned yesterday)? I would love to hear your thoughts on that
🗪
 
                     
                 
                
                    1:09:12@poohshoes Will you talk about APIs now?
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                        1:09:12@poohshoes Will you talk about APIs now?
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                        1:09:12@poohshoes Will you talk about APIs now?
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                    1:09:30@garlandobloom HTC is handing you $500,000: are you doing Vive support now? Hmm? HMMM??
🗪
 
                    
                        1:09:30@garlandobloom HTC is handing you $500,000: are you doing Vive support now? Hmm? HMMM??
🗪
 
                     
                    
                        1:09:30@garlandobloom HTC is handing you $500,000: are you doing Vive support now? Hmm? HMMM??
🗪
 
                     
                 
                
                    1:10:49@ciastek3214 Will you accept Chromatic Aberration as the best post-processing thing ever conceived?
🗪
 
                    
                        1:10:49@ciastek3214 Will you accept Chromatic Aberration as the best post-processing thing ever conceived?
🗪
 
                     
                    
                        1:10:49@ciastek3214 Will you accept Chromatic Aberration as the best post-processing thing ever conceived?
🗪
 
                     
                 
                
                    1:12:51@gasto5 Why don't you support DirectInput8 for supporting good old USB controllers, instead of just Xbox360 controllers?
🗪
 
                    
                        1:12:51@gasto5 Why don't you support DirectInput8 for supporting good old USB controllers, instead of just Xbox360 controllers?
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                        1:12:51@gasto5 Why don't you support DirectInput8 for supporting good old USB controllers, instead of just Xbox360 controllers?
🗪
 
                     
                 
                
                    1:13:36@cubercaleb If the people in this chat collectively give you $500K, will you implement VR?
🗪
 
                    
                        1:13:36@cubercaleb If the people in this chat collectively give you $500K, will you implement VR?
🗪
 
                     
                    
                        1:13:36@cubercaleb If the people in this chat collectively give you $500K, will you implement VR?
🗪
 
                     
                 
                
                    1:14:07Rant: APIs, with the assistance of Dependency Walker
                    
                        1:14:07Rant: APIs, with the assistance of Dependency Walker
                     
                    
                        1:14:07Rant: APIs, with the assistance of Dependency Walker
                     
                 
                
                    1:27:45@ciastek3214 Seems to me nobody at Microsoft has any idea about why Windows is still even working properly
🗪
 
                    
                        1:27:45@ciastek3214 Seems to me nobody at Microsoft has any idea about why Windows is still even working properly
🗪
 
                     
                    
                        1:27:45@ciastek3214 Seems to me nobody at Microsoft has any idea about why Windows is still even working properly
🗪
 
                     
                 
                
                    1:32:23@gasto5 Isn't the huge amount of the dependencies an inevitability of complex software like a modern full OS for productivity desktop?
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                        1:32:23@gasto5 Isn't the huge amount of the dependencies an inevitability of complex software like a modern full OS for productivity desktop?
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                        1:32:23@gasto5 Isn't the huge amount of the dependencies an inevitability of complex software like a modern full OS for productivity desktop?
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                    1:35:33@sssmcgrath Do you know that your channel runs ads for an eSports gambling site?
🗪
 
                    
                        1:35:33@sssmcgrath Do you know that your channel runs ads for an eSports gambling site?
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                        1:35:33@sssmcgrath Do you know that your channel runs ads for an eSports gambling site?
🗪