Turning Debug Switches into Events
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1:31Recap and set the stage for the day
1:31Recap and set the stage for the day
1:31Recap and set the stage for the day
2:58Select a bunch of entities and see our frame rate getting tanked
2:58Select a bunch of entities and see our frame rate getting tanked
2:58Select a bunch of entities and see our frame rate getting tanked
3:55handmade_platform.h and win32_handmade.cpp: Implement modifier keys
3:55handmade_platform.h and win32_handmade.cpp: Implement modifier keys
3:55handmade_platform.h and win32_handmade.cpp: Implement modifier keys
6:14Debugger: Go to Definition for VK_BROWSER_BACK
6:14Debugger: Go to Definition for VK_BROWSER_BACK
6:14Debugger: Go to Definition for VK_BROWSER_BACK
8:11handmade_debug.cpp: Check to see that Shift is down in order to determine when to add to the selection
8:11handmade_debug.cpp: Check to see that Shift is down in order to determine when to add to the selection
8:11handmade_debug.cpp: Check to see that Shift is down in order to determine when to add to the selection
8:53Run the game and try multi-selecting
8:53Run the game and try multi-selecting
8:53Run the game and try multi-selecting
10:44Consider consolidating data from various sources
10:44Consider consolidating data from various sources
10:44Consider consolidating data from various sources
12:10handmade_config.h: #if 0 everything and investigate how to handle erroneous settings
12:10handmade_config.h: #if 0 everything and investigate how to handle erroneous settings
12:10handmade_config.h: #if 0 everything and investigate how to handle erroneous settings
14:20handmade_render_group.cpp: Introduce the concept of a DEBUG_IF to create the debug variables
14:20handmade_render_group.cpp: Introduce the concept of a DEBUG_IF to create the debug variables
14:20handmade_render_group.cpp: Introduce the concept of a DEBUG_IF to create the debug variables
19:12handmade_debug_interface.h: #define DEBUG_IF
19:12handmade_debug_interface.h: #define DEBUG_IF
19:12handmade_debug_interface.h: #define DEBUG_IF
25:00handmade_render_group.cpp: Use DEBUG_IF
25:00handmade_render_group.cpp: Use DEBUG_IF
25:00handmade_render_group.cpp: Use DEBUG_IF
28:26handmade_debug_interface.h: #define DEBUG_r32
28:26handmade_debug_interface.h: #define DEBUG_r32
28:26handmade_debug_interface.h: #define DEBUG_r32
30:29Anticipate Jonathan Blow's language JAI
30:29Anticipate Jonathan Blow's language JAI
30:29Anticipate Jonathan Blow's language JAI
31:51handmade_debug_interface.h: Rename variables to facilitate macros
31:51handmade_debug_interface.h: Rename variables to facilitate macros
31:51handmade_debug_interface.h: Rename variables to facilitate macros
46:29handmade_debug_interface.h: Add DebugType_Unknown
46:29handmade_debug_interface.h: Add DebugType_Unknown
46:29handmade_debug_interface.h: Add DebugType_Unknown
47:10handmade_debug.cpp: Continue cleaning up compile errors
47:10handmade_debug.cpp: Continue cleaning up compile errors
47:10handmade_debug.cpp: Continue cleaning up compile errors
48:24Anticipate mr4thdimention's editor 4coder
48:24Anticipate mr4thdimention's editor 4coder
48:24Anticipate mr4thdimention's editor 4coder
50:00handmade_debug_variables.h: Delete the file
50:00handmade_debug_variables.h: Delete the file
50:00handmade_debug_variables.h: Delete the file
50:53handmade_debug_interface.h: Implement the ability to compile out the entire debug system
50:53handmade_debug_interface.h: Implement the ability to compile out the entire debug system
50:53handmade_debug_interface.h: Implement the ability to compile out the entire debug system
1:03:29handmade_config.h: Manually rebuild the file
1:03:29handmade_config.h: Manually rebuild the file
1:03:29handmade_config.h: Manually rebuild the file
1:05:03Run the game and see that everything is working properly
1:05:03Run the game and see that everything is working properly
1:05:03Run the game and see that everything is working properly
1:05:29Q&A
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1:05:29Q&A
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1:05:29Q&A
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1:05:43hmh_bot Clojure is a bad language
1:05:43hmh_bot Clojure is a bad language
1:05:43hmh_bot Clojure is a bad language
1:05:58Psi9 Why use getkeystate() instead of WM_KEYDOWN / WM_KEYUP?
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1:05:58Psi9 Why use getkeystate() instead of WM_KEYDOWN / WM_KEYUP?
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1:05:58Psi9 Why use getkeystate() instead of WM_KEYDOWN / WM_KEYUP?
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1:07:51elxenoaizd I don't have much experience in it, but you mentioned the RTTI in C++ is not as good. Could you explain a bit why?
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1:07:51elxenoaizd I don't have much experience in it, but you mentioned the RTTI in C++ is not as good. Could you explain a bit why?
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1:07:51elxenoaizd I don't have much experience in it, but you mentioned the RTTI in C++ is not as good. Could you explain a bit why?
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1:09:54Culver_Fly I don't quite get why you need to nest the macros for DEBUG_IFs. Can you explain it?
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1:09:54Culver_Fly I don't quite get why you need to nest the macros for DEBUG_IFs. Can you explain it?
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1:09:54Culver_Fly I don't quite get why you need to nest the macros for DEBUG_IFs. Can you explain it?
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1:16:38ijustwantfood You mind going over your debug UI plan for those who don't know what the current plan is?
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1:16:38ijustwantfood You mind going over your debug UI plan for those who don't know what the current plan is?
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1:16:38ijustwantfood You mind going over your debug UI plan for those who don't know what the current plan is?
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1:17:31GoldenWH Isn't metaprogramming a security hole?
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1:17:31GoldenWH Isn't metaprogramming a security hole?
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1:17:31GoldenWH Isn't metaprogramming a security hole?
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1:17:40elxenoaizd I've been reading about the cost of virtual functions. Normal non-virtual functions costs a 'call' command, but with virtual we need two fetches and a call. Is that very costly in performance critical areas? Is that the reason to avoid virtuals? For me, I don't like the fact that they introduce hidden costs, makes it harder to reason about your code
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1:17:40elxenoaizd I've been reading about the cost of virtual functions. Normal non-virtual functions costs a 'call' command, but with virtual we need two fetches and a call. Is that very costly in performance critical areas? Is that the reason to avoid virtuals? For me, I don't like the fact that they introduce hidden costs, makes it harder to reason about your code
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1:17:40elxenoaizd I've been reading about the cost of virtual functions. Normal non-virtual functions costs a 'call' command, but with virtual we need two fetches and a call. Is that very costly in performance critical areas? Is that the reason to avoid virtuals? For me, I don't like the fact that they introduce hidden costs, makes it harder to reason about your code
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1:20:14elxenoaizd I can't figure out for the life of me a way to draw an empty, non-filled Rectangle via the Win32 API. I tried SelectObject(DC, GetStockObject(NULL_BRUSH)) and then Rectangle(...) but it never draws anything1,2
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1:20:14elxenoaizd I can't figure out for the life of me a way to draw an empty, non-filled Rectangle via the Win32 API. I tried SelectObject(DC, GetStockObject(NULL_BRUSH)) and then Rectangle(...) but it never draws anything1,2
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1:20:14elxenoaizd I can't figure out for the life of me a way to draw an empty, non-filled Rectangle via the Win32 API. I tried SelectObject(DC, GetStockObject(NULL_BRUSH)) and then Rectangle(...) but it never draws anything1,2
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1:20:44win32_handmade.cpp: Demo MoveToEx and LineTo
1:20:44win32_handmade.cpp: Demo MoveToEx and LineTo
1:20:44win32_handmade.cpp: Demo MoveToEx and LineTo
1:24:27dafreaki What are your thoughts on twitch starting to affect game design?
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1:24:27dafreaki What are your thoughts on twitch starting to affect game design?
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1:24:27dafreaki What are your thoughts on twitch starting to affect game design?
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1:27:38boondoggle42 Could you list the important features a good graphical debugger should have?
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1:27:38boondoggle42 Could you list the important features a good graphical debugger should have?
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1:27:38boondoggle42 Could you list the important features a good graphical debugger should have?
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1:28:43gasto5 Are you one of those that thinks that previously DirectX was better than OpenGL, but now is the opposite?
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1:28:43gasto5 Are you one of those that thinks that previously DirectX was better than OpenGL, but now is the opposite?
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1:28:43gasto5 Are you one of those that thinks that previously DirectX was better than OpenGL, but now is the opposite?
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1:28:55Kemosabe76 Do you know how far has metaprogramming come along in other fields? I can imagine researchers using genetic algorithms to self enhance code
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1:28:55Kemosabe76 Do you know how far has metaprogramming come along in other fields? I can imagine researchers using genetic algorithms to self enhance code
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1:28:55Kemosabe76 Do you know how far has metaprogramming come along in other fields? I can imagine researchers using genetic algorithms to self enhance code
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1:29:11Spin things down
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1:29:11Spin things down
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1:29:11Spin things down
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