Consolidating Debug Data Storage
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2:50Recap and set the stage for the day
2:50Recap and set the stage for the day
2:50Recap and set the stage for the day
4:36handmade_platform.h and handmade_debug.h: Point out the repeated code that could be compressed out
4:36handmade_platform.h and handmade_debug.h: Point out the repeated code that could be compressed out
4:36handmade_platform.h and handmade_debug.h: Point out the repeated code that could be compressed out
9:00handmade_debug.h: Make debug_variable contain debug_event Event
9:00handmade_debug.h: Make debug_variable contain debug_event Event
9:00handmade_debug.h: Make debug_variable contain debug_event Event
10:41handmade_platform.h: Move the data from debug_variable to debug_event
10:41handmade_platform.h: Move the data from debug_variable to debug_event
10:41handmade_platform.h: Move the data from debug_variable to debug_event
10:59handmade_platform.h: Make vectors and rectangles accessible as base types
10:59handmade_platform.h: Make vectors and rectangles accessible as base types
10:59handmade_platform.h: Make vectors and rectangles accessible as base types
12:22handmade_platform.h: Port the DEBUGValueSetEventData functions to use our new base types
12:22handmade_platform.h: Port the DEBUGValueSetEventData functions to use our new base types
12:22handmade_platform.h: Port the DEBUGValueSetEventData functions to use our new base types
13:14Anticipate mr4thdimention's editor 4coder
13:14Anticipate mr4thdimention's editor 4coder
13:14Anticipate mr4thdimention's editor 4coder
14:19Compile and fix compile errors
14:19Compile and fix compile errors
14:19Compile and fix compile errors
16:05Run the game and see that we're still passing the right values
16:05Run the game and see that we're still passing the right values
16:05Run the game and see that we're still passing the right values
16:15Anecdote: Some of the most productive work you will ever do will be with the delete key
16:15Anecdote: Some of the most productive work you will ever do will be with the delete key
16:15Anecdote: Some of the most productive work you will ever do will be with the delete key
16:43handmade_debug.h: Consider deleting some code
16:43handmade_debug.h: Consider deleting some code
16:43handmade_debug.h: Consider deleting some code
17:38handmade_debug_variables.h: #if 0 as much of this code as possible
17:38handmade_debug_variables.h: #if 0 as much of this code as possible
17:38handmade_debug_variables.h: #if 0 as much of this code as possible
18:34Make this stuff not happenα
18:34Make this stuff not happenα
18:34Make this stuff not happenα
18:54handmade_debug.cpp: Look at a secondary value when we see a DebugVariableType_Event
18:54handmade_debug.cpp: Look at a secondary value when we see a DebugVariableType_Event
18:54handmade_debug.cpp: Look at a secondary value when we see a DebugVariableType_Event
19:38handmade_debug.cpp: Use the debug_event_types from handmade_platform.h
19:38handmade_debug.cpp: Use the debug_event_types from handmade_platform.h
19:38handmade_debug.cpp: Use the debug_event_types from handmade_platform.h
22:37handmade_platform.h: TODO(casey): Have the meta-parser ignore its own #define
22:37handmade_platform.h: TODO(casey): Have the meta-parser ignore its own #define
22:37handmade_platform.h: TODO(casey): Have the meta-parser ignore its own #define
23:16handmade_debug.cpp: Make DEBUGBeginInteract and DEBUGEndInteract use the other information
23:16handmade_debug.cpp: Make DEBUGBeginInteract and DEBUGEndInteract use the other information
23:16handmade_debug.cpp: Make DEBUGBeginInteract and DEBUGEndInteract use the other information
26:50handmade_debug.cpp: Capture any DebugEvent as a data block
26:50handmade_debug.cpp: Capture any DebugEvent as a data block
26:50handmade_debug.cpp: Capture any DebugEvent as a data block
27:53Run the game and find that the Tree was never initialised
27:53Run the game and find that the Tree was never initialised
27:53Run the game and find that the Tree was never initialised
28:28handmade_debug.cpp: Check that the Group exists
28:28handmade_debug.cpp: Check that the Group exists
28:28handmade_debug.cpp: Check that the Group exists
28:56Run the game and see that it's all well and good
28:56Run the game and see that it's all well and good
28:56Run the game and see that it's all well and good
29:16handmade_platform.h: Recap the changes
29:16handmade_platform.h: Recap the changes
29:16handmade_platform.h: Recap the changes
29:46handmade_platform.h: Introduce DebugEvent_FirstUIType to contain the DebugVariableType_ data
29:46handmade_platform.h: Introduce DebugEvent_FirstUIType to contain the DebugVariableType_ data
29:46handmade_platform.h: Introduce DebugEvent_FirstUIType to contain the DebugVariableType_ data
31:49handmade_platform.h: Rename DebugEvent and DebugEventType to DebugType
31:49handmade_platform.h: Rename DebugEvent and DebugEventType to DebugType
31:49handmade_platform.h: Rename DebugEvent and DebugEventType to DebugType
33:06handmade_debug.h: Change debug_variable_type to debug_type
33:06handmade_debug.h: Change debug_variable_type to debug_type
33:06handmade_debug.h: Change debug_variable_type to debug_type
33:52handmade_debug.cpp: Rename plenty to DebugType
33:52handmade_debug.cpp: Rename plenty to DebugType
33:52handmade_debug.cpp: Rename plenty to DebugType
35:31Run the game and see that everything is still working as expected
35:31Run the game and see that everything is still working as expected
35:31Run the game and see that everything is still working as expected
36:08handmade_debug.h: Remove debug_profile_settings
36:08handmade_debug.h: Remove debug_profile_settings
36:08handmade_debug.h: Remove debug_profile_settings
37:09handmade_platform.h: Add BitmapID and SoundID to debug_event
37:09handmade_platform.h: Add BitmapID and SoundID to debug_event
37:09handmade_platform.h: Add BitmapID and SoundID to debug_event
38:00handmade_debug.h: Remove debug_bitmap_display
38:00handmade_debug.h: Remove debug_bitmap_display
38:00handmade_debug.h: Remove debug_bitmap_display
38:07handmade_platform.h: Add the type definitions for bitmap_id and sound_id
38:07handmade_platform.h: Add the type definitions for bitmap_id and sound_id
38:07handmade_platform.h: Add the type definitions for bitmap_id and sound_id
39:18handmade_platform.h and handmade_debug.cpp: Propagate BitmapID
39:18handmade_platform.h and handmade_debug.cpp: Propagate BitmapID
39:18handmade_platform.h and handmade_debug.cpp: Propagate BitmapID
40:55handmade.cpp: Output a bitmap to our debug system
40:55handmade.cpp: Output a bitmap to our debug system
40:55handmade.cpp: Output a bitmap to our debug system
42:18Run the game and see that we are outputting a bitmap
42:18Run the game and see that we are outputting a bitmap
42:18Run the game and see that we are outputting a bitmap
42:59handmade_debug.h: Note that the debug_variable is disappearing
42:59handmade_debug.h: Note that the debug_variable is disappearing
42:59handmade_debug.h: Note that the debug_variable is disappearing
44:33handmade_debug.h: Consider the possibility of debug_variable_link storing the VarGroup
44:33handmade_debug.h: Consider the possibility of debug_variable_link storing the VarGroup
44:33handmade_debug.h: Consider the possibility of debug_variable_link storing the VarGroup
46:46handmade_debug.h: Add *Children to debug_variable_link
46:46handmade_debug.h: Add *Children to debug_variable_link
46:46handmade_debug.h: Add *Children to debug_variable_link
48:28handmade_debug.h: Remove VarGroup from debug_variable and rename *Children to *ChildSentinel
48:28handmade_debug.h: Remove VarGroup from debug_variable and rename *Children to *ChildSentinel
48:28handmade_debug.h: Remove VarGroup from debug_variable and rename *Children to *ChildSentinel
51:16handmade_debug.h: Introduce debug_variable_group to contain the Sentinel
51:16handmade_debug.h: Introduce debug_variable_group to contain the Sentinel
51:16handmade_debug.h: Introduce debug_variable_group to contain the Sentinel
53:58handmade_debug.cpp: Propagate these new structs
53:58handmade_debug.cpp: Propagate these new structs
53:58handmade_debug.cpp: Propagate these new structs
59:18Debugger: Inspect Iter->Link
59:18Debugger: Inspect Iter->Link
59:18Debugger: Inspect Iter->Link
1:00:18handmade_debug.cpp: Read through the routine
1:00:18handmade_debug.cpp: Read through the routine
1:00:18handmade_debug.cpp: Read through the routine
1:01:35handmade_debug.cpp: Set the Link->Children
1:01:35handmade_debug.cpp: Set the Link->Children
1:01:35handmade_debug.cpp: Set the Link->Children
1:02:01Run the game and note that we're getting a little bit closer
1:02:01Run the game and note that we're getting a little bit closer
1:02:01Run the game and note that we're getting a little bit closer
1:02:40Q&A
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1:02:40Q&A
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1:02:40Q&A
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1:03:22insobot It's expected. I've got more to do?
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1:03:22insobot It's expected. I've got more to do?
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1:03:22insobot It's expected. I've got more to do?
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1:04:06quartertron Why call it Sentinel instead of Head even though it is a sentinel?
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1:04:06quartertron Why call it Sentinel instead of Head even though it is a sentinel?
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1:04:06quartertron Why call it Sentinel instead of Head even though it is a sentinel?
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1:04:41theGeekPirate What's your favourite data structure?
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1:04:41theGeekPirate What's your favourite data structure?
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1:04:41theGeekPirate What's your favourite data structure?
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1:06:57stiegosaurus Handmade, I'm not sure if you specified this in a previous broadcast, but do you plan to implement side scrolling or any kind of platforming alongside the top-down view?
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1:06:57stiegosaurus Handmade, I'm not sure if you specified this in a previous broadcast, but do you plan to implement side scrolling or any kind of platforming alongside the top-down view?
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1:06:57stiegosaurus Handmade, I'm not sure if you specified this in a previous broadcast, but do you plan to implement side scrolling or any kind of platforming alongside the top-down view?
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1:07:54insobot Llvm is getting too deep?
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1:07:54insobot Llvm is getting too deep?
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1:07:54insobot Llvm is getting too deep?
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1:08:20TheSizik Legend of Zelda has some faux-sidescrolling rooms
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1:08:20TheSizik Legend of Zelda has some faux-sidescrolling rooms
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1:08:20TheSizik Legend of Zelda has some faux-sidescrolling rooms
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1:08:43stiegosaurus What has been your favourite thing so far writing this engine?
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1:08:43stiegosaurus What has been your favourite thing so far writing this engine?
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1:08:43stiegosaurus What has been your favourite thing so far writing this engine?
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1:09:08tyroie I had an idea that's probably stupid. But I was wondering if a Vector that, when deleting an element, just left an empty spot that's skipped over when iterating, would still be cache friendly - and still efficient when deleting and inserting. This is slightly over my head though
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1:09:08tyroie I had an idea that's probably stupid. But I was wondering if a Vector that, when deleting an element, just left an empty spot that's skipped over when iterating, would still be cache friendly - and still efficient when deleting and inserting. This is slightly over my head though
🗪
1:09:08tyroie I had an idea that's probably stupid. But I was wondering if a Vector that, when deleting an element, just left an empty spot that's skipped over when iterating, would still be cache friendly - and still efficient when deleting and inserting. This is slightly over my head though
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1:11:27theGeekPirate How about your favourite equation?
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1:11:27theGeekPirate How about your favourite equation?
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1:11:27theGeekPirate How about your favourite equation?
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1:12:03Blackboard: Linear blend
1:12:03Blackboard: Linear blend
1:12:03Blackboard: Linear blend
1:12:26dmitryscaletta Do you use DirectX?
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1:12:26dmitryscaletta Do you use DirectX?
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1:12:26dmitryscaletta Do you use DirectX?
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1:12:56as2onish What do you think of clang C1 for Visual Studio?
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1:12:56as2onish What do you think of clang C1 for Visual Studio?
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1:12:56as2onish What do you think of clang C1 for Visual Studio?
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1:14:03mojo123x If you were doing these compressions (the ones you did today) at work, how different would your process be?
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1:14:03mojo123x If you were doing these compressions (the ones you did today) at work, how different would your process be?
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1:14:03mojo123x If you were doing these compressions (the ones you did today) at work, how different would your process be?
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1:15:51as2onish Microsoft is making clang for parsing -> intermediate a first class fully supported citizen for visual studio starting in November. Intermediate to machine is still Microsoft (C2)
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1:15:51as2onish Microsoft is making clang for parsing -> intermediate a first class fully supported citizen for visual studio starting in November. Intermediate to machine is still Microsoft (C2)
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1:15:51as2onish Microsoft is making clang for parsing -> intermediate a first class fully supported citizen for visual studio starting in November. Intermediate to machine is still Microsoft (C2)
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1:17:13Ikkir_Isth How long do you think it will take before someone makes a Linux debugger that can rival Visual Studios?
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1:17:13Ikkir_Isth How long do you think it will take before someone makes a Linux debugger that can rival Visual Studios?
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1:17:13Ikkir_Isth How long do you think it will take before someone makes a Linux debugger that can rival Visual Studios?
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1:17:54erdomina What do you think of programming competitions? Have you participated in any?
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1:17:54erdomina What do you think of programming competitions? Have you participated in any?
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1:17:54erdomina What do you think of programming competitions? Have you participated in any?
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1:18:08mrbass21 What role do you think software security has in modern gaming? Is it not worth wasting CPU cycles to guard against different exploits? How good of a job is the game industry doing in implementing it and should they be doing more or less?
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1:18:08mrbass21 What role do you think software security has in modern gaming? Is it not worth wasting CPU cycles to guard against different exploits? How good of a job is the game industry doing in implementing it and should they be doing more or less?
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1:18:08mrbass21 What role do you think software security has in modern gaming? Is it not worth wasting CPU cycles to guard against different exploits? How good of a job is the game industry doing in implementing it and should they be doing more or less?
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1:23:35Close down the Q&A and get the chat link setup for Mr McGrath
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1:23:35Close down the Q&A and get the chat link setup for Mr McGrath
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1:23:35Close down the Q&A and get the chat link setup for Mr McGrath
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