0:23Recap and plan for today
0:23Recap and plan for today
0:23Recap and plan for today
2:39Review of related code
2:39Review of related code
2:39Review of related code
4:03Getting rid of hardcoded file names
4:03Getting rid of hardcoded file names
4:03Getting rid of hardcoded file names
5:22Listing file names on Windows (FindFirstFile)
5:22Listing file names on Windows (FindFirstFile)
5:22Listing file names on Windows (FindFirstFile)
8:55The lpFileName parameter can include wildcards
8:55The lpFileName parameter can include wildcards
8:55The lpFileName parameter can include wildcards
10:54Listing the rest of the files (FindNextFile)
10:54Listing the rest of the files (FindNextFile)
10:54Listing the rest of the files (FindNextFile)
12:21Guarding against invalid handle values
12:21Guarding against invalid handle values
12:21Guarding against invalid handle values
13:48Invoking FindClose on the file handle returned by FindFirstFile
13:48Invoking FindClose on the file handle returned by FindFirstFile
13:48Invoking FindClose on the file handle returned by FindFirstFile
15:10Structuring the file loop to be more uniform
15:10Structuring the file loop to be more uniform
15:10Structuring the file loop to be more uniform
16:30(aside) Textbook horrible API design
16:30(aside) Textbook horrible API design
16:30(aside) Textbook horrible API design
19:29Problem: we don't know how many files there are until we have looped over them
19:29Problem: we don't know how many files there are until we have looped over them
19:29Problem: we don't know how many files there are until we have looped over them
20:33Revising the file API. There's no need for random access of files. Sequential access is enough and is cleaner to implement
20:33Revising the file API. There's no need for random access of files. Sequential access is enough and is cleaner to implement
20:33Revising the file API. There's no need for random access of files. Sequential access is enough and is cleaner to implement
21:28Preiterating the files
21:28Preiterating the files
21:28Preiterating the files
22:31Allocating space for the win32 opaque data segment of the platform_file_group struct
22:31Allocating space for the win32 opaque data segment of the platform_file_group struct
22:31Allocating space for the win32 opaque data segment of the platform_file_group struct
23:32Discussion on extensible platform non-specific types. This type of "space saving for dynamic unions" can be implemented using C++ inheritance, but we will encounter other types that can't
23:32Discussion on extensible platform non-specific types. This type of "space saving for dynamic unions" can be implemented using C++ inheritance, but we will encounter other types that can't
23:32Discussion on extensible platform non-specific types. This type of "space saving for dynamic unions" can be implemented using C++ inheritance, but we will encounter other types that can't
26:31Freeing the platform_file_group
26:31Freeing the platform_file_group
26:31Freeing the platform_file_group
31:07Second iteration to load the files, now that we know how many of them there are
31:07Second iteration to load the files, now that we know how many of them there are
31:07Second iteration to load the files, now that we know how many of them there are
37:06Jumping to the definitions of windows system calls using Visual Studio
37:06Jumping to the definitions of windows system calls using Visual Studio
37:06Jumping to the definitions of windows system calls using Visual Studio
38:12Choosing the ANSI versions of system calls and structures
38:12Choosing the ANSI versions of system calls and structures
38:12Choosing the ANSI versions of system calls and structures
40:54Getting the file names
40:54Getting the file names
40:54Getting the file names
41:08Testing the code so far
41:08Testing the code so far
41:08Testing the code so far
44:28Parameterizing the file extension
44:28Parameterizing the file extension
44:28Parameterizing the file extension
46:05Write your own string system if you work with strings frequently
46:05Write your own string system if you work with strings frequently
46:05Write your own string system if you work with strings frequently
48:37Possible extensions to the file API
48:37Possible extensions to the file API
48:37Possible extensions to the file API
51:15ttbjm Does the save file need to use this system now?
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51:15ttbjm Does the save file need to use this system now?
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51:15ttbjm Does the save file need to use this system now?
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52:29kirroyale27 How do you feel now that you finished this?
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52:29kirroyale27 How do you feel now that you finished this?
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52:29kirroyale27 How do you feel now that you finished this?
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53:27d7samurai Socapex insists that the STL *is* the language and that you therefore should use "strings" from it
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53:27d7samurai Socapex insists that the STL *is* the language and that you therefore should use "strings" from it
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53:27d7samurai Socapex insists that the STL *is* the language and that you therefore should use "strings" from it
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56:32marumoto Could you elaborate on the union style inheritance you mentioned? In the same vein, will entities end up being unions?
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56:32marumoto Could you elaborate on the union style inheritance you mentioned? In the same vein, will entities end up being unions?
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56:32marumoto Could you elaborate on the union style inheritance you mentioned? In the same vein, will entities end up being unions?
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59:26quatzequatel What about updating the asset file with more files? How do you manage a ton assets as in knowing what is where?
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59:26quatzequatel What about updating the asset file with more files? How do you manage a ton assets as in knowing what is where?
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59:26quatzequatel What about updating the asset file with more files? How do you manage a ton assets as in knowing what is where?
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1:00:09insofaras Will the ASCII version of FindFirstFile work even if the full file path has unicode in it?
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1:00:09insofaras Will the ASCII version of FindFirstFile work even if the full file path has unicode in it?
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1:00:09insofaras Will the ASCII version of FindFirstFile work even if the full file path has unicode in it?
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1:01:20cubercaleb Will pre-rendered fonts be included into the HHA file?
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1:01:20cubercaleb Will pre-rendered fonts be included into the HHA file?
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1:01:20cubercaleb Will pre-rendered fonts be included into the HHA file?
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1:01:26dannypauhd Is this the new Call of Duty?
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1:01:26dannypauhd Is this the new Call of Duty?
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1:01:26dannypauhd Is this the new Call of Duty?
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1:02:46pseudonym73 Does the requirement to call FileClose() make more sense when you consider that FindFirstChangeNotification/FindNextChangeNotification/RefreshDirectory are part of the same API?
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1:02:46pseudonym73 Does the requirement to call FileClose() make more sense when you consider that FindFirstChangeNotification/FindNextChangeNotification/RefreshDirectory are part of the same API?
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1:02:46pseudonym73 Does the requirement to call FileClose() make more sense when you consider that FindFirstChangeNotification/FindNextChangeNotification/RefreshDirectory are part of the same API?
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1:05:02tthomasedison How are you doing the audio?
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1:05:02tthomasedison How are you doing the audio?
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1:05:02tthomasedison How are you doing the audio?
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1:05:50figurato You wrote code for "Lineage Forever"? Any comment on writing it on the game/any other Lineage games? Lineage 1 pretty much sparked my entire career as a computer scientist/programmer
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1:05:50figurato You wrote code for "Lineage Forever"? Any comment on writing it on the game/any other Lineage games? Lineage 1 pretty much sparked my entire career as a computer scientist/programmer
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1:05:50figurato You wrote code for "Lineage Forever"? Any comment on writing it on the game/any other Lineage games? Lineage 1 pretty much sparked my entire career as a computer scientist/programmer
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1:08:42soysaucethekid What's after the asset file loading?
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1:08:42soysaucethekid What's after the asset file loading?
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1:08:42soysaucethekid What's after the asset file loading?
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1:08:58captainduh Why do you use #defines for things like PLATFORM_GET_ALL_FILE_OF_TYPE_BEGIN instead of just normal function call?
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1:08:58captainduh Why do you use #defines for things like PLATFORM_GET_ALL_FILE_OF_TYPE_BEGIN instead of just normal function call?
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1:08:58captainduh Why do you use #defines for things like PLATFORM_GET_ALL_FILE_OF_TYPE_BEGIN instead of just normal function call?
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1:10:03henco7 I have not followed the latest episodes due to I actually watching it from the beginning. But is there any like crypting in savefiles regarding cheating, etc?
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1:10:03henco7 I have not followed the latest episodes due to I actually watching it from the beginning. But is there any like crypting in savefiles regarding cheating, etc?
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1:10:03henco7 I have not followed the latest episodes due to I actually watching it from the beginning. But is there any like crypting in savefiles regarding cheating, etc?
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1:11:32infiniteloop8 Are there any books on game programming or general programming that you would recommend?
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1:11:32infiniteloop8 Are there any books on game programming or general programming that you would recommend?
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1:11:32infiniteloop8 Are there any books on game programming or general programming that you would recommend?
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1:13:53mmisu What do you think about "Game Engine Architecture" by J. Gregory ? The books looks solid
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1:13:53mmisu What do you think about "Game Engine Architecture" by J. Gregory ? The books looks solid
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1:13:53mmisu What do you think about "Game Engine Architecture" by J. Gregory ? The books looks solid
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1:14:10quatzequatel (Referring back to Q at 00:59:26) I meant the artist is making files how do you track what you added and what you didn't. What assets have changed. and need updated kind of thing?
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1:14:10quatzequatel (Referring back to Q at 00:59:26) I meant the artist is making files how do you track what you added and what you didn't. What assets have changed. and need updated kind of thing?
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1:14:10quatzequatel (Referring back to Q at 00:59:26) I meant the artist is making files how do you track what you added and what you didn't. What assets have changed. and need updated kind of thing?
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1:15:42reinfrenchments Is the graphics double-buffered?
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1:15:42reinfrenchments Is the graphics double-buffered?
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1:15:42reinfrenchments Is the graphics double-buffered?
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1:17:05When are you going to stream your hands coding? Would be neat. You talked about doing it some time
1:17:05When are you going to stream your hands coding? Would be neat. You talked about doing it some time
1:17:05When are you going to stream your hands coding? Would be neat. You talked about doing it some time
1:17:37qwnepra (Referring back to Q at 01:10:03) Well just because people would know how to beat the encryption, doesn't mean it would be a bad thing to teach in this series
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1:17:37qwnepra (Referring back to Q at 01:10:03) Well just because people would know how to beat the encryption, doesn't mean it would be a bad thing to teach in this series
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1:17:37qwnepra (Referring back to Q at 01:10:03) Well just because people would know how to beat the encryption, doesn't mean it would be a bad thing to teach in this series
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1:18:52bassxzero Have you read "The Tao of Programming?"
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1:18:52bassxzero Have you read "The Tao of Programming?"
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1:18:52bassxzero Have you read "The Tao of Programming?"
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1:18:59insofaras Does it tear with Aero disabled?
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1:18:59insofaras Does it tear with Aero disabled?
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1:18:59insofaras Does it tear with Aero disabled?
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