Finishing the Debug Hierarchy
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0:45Run the game and see where we're at in terms of the debug hierarchy
0:45Run the game and see where we're at in terms of the debug hierarchy
0:45Run the game and see where we're at in terms of the debug hierarchy
2:45handmade_debug.cpp: Look through how the hierarchy is currently being built
2:45handmade_debug.cpp: Look through how the hierarchy is currently being built
2:45handmade_debug.cpp: Look through how the hierarchy is currently being built
6:52handmade.cpp: Note that the DEBUG_VALUE should have appeared in the debug view
6:52handmade.cpp: Note that the DEBUG_VALUE should have appeared in the debug view
6:52handmade.cpp: Note that the DEBUG_VALUE should have appeared in the debug view
7:55handmade_debug_interface.h: Confirm that DEBUG_VALUE should be being set correctly
7:55handmade_debug_interface.h: Confirm that DEBUG_VALUE should be being set correctly
7:55handmade_debug_interface.h: Confirm that DEBUG_VALUE should be being set correctly
8:36handmade_debug.cpp: Investigate why DEBUG_VALUE is not appearing as expected
8:36handmade_debug.cpp: Investigate why DEBUG_VALUE is not appearing as expected
8:36handmade_debug.cpp: Investigate why DEBUG_VALUE is not appearing as expected
10:25Debugger: Step into a DEBUGDrawEvent call and inspect the Event
10:25Debugger: Step into a DEBUGDrawEvent call and inspect the Event
10:25Debugger: Step into a DEBUGDrawEvent call and inspect the Event
10:44"Somebody is doing something dumb"α
10:44"Somebody is doing something dumb"α
10:44"Somebody is doing something dumb"α
11:17Debugger: Try to step into a StoreEvent call and realise that the Event is already being parsed previously
11:17Debugger: Try to step into a StoreEvent call and realise that the Event is already being parsed previously
11:17Debugger: Try to step into a StoreEvent call and realise that the Event is already being parsed previously
13:23handmade_debug.cpp: Delete the GetElementFromEvent call from CollateDebugRecords and call it on demand where it's needed
13:23handmade_debug.cpp: Delete the GetElementFromEvent call from CollateDebugRecords and call it on demand where it's needed
13:23handmade_debug.cpp: Delete the GetElementFromEvent call from CollateDebugRecords and call it on demand where it's needed
15:39Propose putting everything into the hierarchy, to avoid the constant problem of needing to decide whether Elements should go into DataBlocks or not
15:39Propose putting everything into the hierarchy, to avoid the constant problem of needing to decide whether Elements should go into DataBlocks or not
15:39Propose putting everything into the hierarchy, to avoid the constant problem of needing to decide whether Elements should go into DataBlocks or not
16:54handmade_debug.cpp: Make the GUID get set correctly
16:54handmade_debug.cpp: Make the GUID get set correctly
16:54handmade_debug.cpp: Make the GUID get set correctly
18:02handmade_debug.cpp: Comment out the GUID setting in StoreEvent
18:02handmade_debug.cpp: Comment out the GUID setting in StoreEvent
18:02handmade_debug.cpp: Comment out the GUID setting in StoreEvent
20:02handmade_debug.cpp: Rework how the debug groups get set
20:02handmade_debug.cpp: Rework how the debug groups get set
20:02handmade_debug.cpp: Rework how the debug groups get set
24:01Run the game and see that it isn't working at all
24:01Run the game and see that it isn't working at all
24:01Run the game and see that it isn't working at all
24:39handmade_debug.cpp: Initialise Element to 0 when making an OpenDebugBlock
24:39handmade_debug.cpp: Initialise Element to 0 when making an OpenDebugBlock
24:39handmade_debug.cpp: Initialise Element to 0 when making an OpenDebugBlock
28:53handmade_debug.cpp: Introduce debug_parsed_name and DebugParseName
28:53handmade_debug.cpp: Introduce debug_parsed_name and DebugParseName
28:53handmade_debug.cpp: Introduce debug_parsed_name and DebugParseName
30:16handmade_debug.cpp: Call DebugParseName and continue reworking
30:16handmade_debug.cpp: Call DebugParseName and continue reworking
30:16handmade_debug.cpp: Call DebugParseName and continue reworking
34:30Debugger: Compile and hit a first-chance exception
34:30Debugger: Compile and hit a first-chance exception
34:30Debugger: Compile and hit a first-chance exception
35:29handmade_debug.cpp: Remove StoreEvent call for CloseDataBlock
35:29handmade_debug.cpp: Remove StoreEvent call for CloseDataBlock
35:29handmade_debug.cpp: Remove StoreEvent call for CloseDataBlock
35:38Debugger: Compile and run and see that we're almost there, with possibly only a data bug
35:38Debugger: Compile and run and see that we're almost there, with possibly only a data bug
35:38Debugger: Compile and run and see that we're almost there, with possibly only a data bug
36:08handmade.cpp and win32_handmade.cpp: Correct the names of our DEBUG_DATA_BLOCK
36:08handmade.cpp and win32_handmade.cpp: Correct the names of our DEBUG_DATA_BLOCK
36:08handmade.cpp and win32_handmade.cpp: Correct the names of our DEBUG_DATA_BLOCK
37:01Run the game and admire our debug information
37:01Run the game and admire our debug information
37:01Run the game and admire our debug information
38:13handmade_debug.cpp: Modify the logic in GetGroupForHierarchicalName to enable correct expansion of the hierarchy
38:13handmade_debug.cpp: Modify the logic in GetGroupForHierarchicalName to enable correct expansion of the hierarchy
38:13handmade_debug.cpp: Modify the logic in GetGroupForHierarchicalName to enable correct expansion of the hierarchy
45:40Run the game and see that we seem to be good, besides the fact that debug values are not editable
45:40Run the game and see that we seem to be good, besides the fact that debug values are not editable
45:40Run the game and see that we seem to be good, besides the fact that debug values are not editable
46:44Lodge a complaint against Mr Five minute warningβ
46:44Lodge a complaint against Mr Five minute warningβ
46:44Lodge a complaint against Mr Five minute warningβ
46:52handmade_debug.cpp: Delete everything related to OpenDataBlock
46:52handmade_debug.cpp: Delete everything related to OpenDataBlock
46:52handmade_debug.cpp: Delete everything related to OpenDataBlock
47:20handmade_debug.cpp: Investigate why we cannot edit the debug values
47:20handmade_debug.cpp: Investigate why we cannot edit the debug values
47:20handmade_debug.cpp: Investigate why we cannot edit the debug values
49:05"C++ is awesome and always does everything wrong"γ
49:05"C++ is awesome and always does everything wrong"γ
49:05"C++ is awesome and always does everything wrong"γ
49:10handmade_debug_interface.h: #define DEBUG_B32 to manually specifiy that it is a boolean
49:10handmade_debug_interface.h: #define DEBUG_B32 to manually specifiy that it is a boolean
49:10handmade_debug_interface.h: #define DEBUG_B32 to manually specifiy that it is a boolean
49:51handmade.cpp: Call DEBUG_B32
49:51handmade.cpp: Call DEBUG_B32
49:51handmade.cpp: Call DEBUG_B32
50:36Debugger: Run the game, see that the debug values are still not editable and start to investigate why
50:36Debugger: Run the game, see that the debug values are still not editable and start to investigate why
50:36Debugger: Run the game, see that the debug values are still not editable and start to investigate why
52:14handmade_debug_interface.h: Provisionally introduce the notion of needing to DEBUGHandleValueEdit in DEBUG_B32 and DEBUG_VALUE
52:14handmade_debug_interface.h: Provisionally introduce the notion of needing to DEBUGHandleValueEdit in DEBUG_B32 and DEBUG_VALUE
52:14handmade_debug_interface.h: Provisionally introduce the notion of needing to DEBUGHandleValueEdit in DEBUG_B32 and DEBUG_VALUE
55:37Q&A
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55:37Q&A
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55:37Q&A
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56:12dino27_1988 Wednesday, you talked about Microsoft's Xbox process to detect which vertex was closest to another to form quads / tris / faces. Do you have the math behind that or maybe a link about it? I tried looking for it since then without any success
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56:12dino27_1988 Wednesday, you talked about Microsoft's Xbox process to detect which vertex was closest to another to form quads / tris / faces. Do you have the math behind that or maybe a link about it? I tried looking for it since then without any success
🗪
56:12dino27_1988 Wednesday, you talked about Microsoft's Xbox process to detect which vertex was closest to another to form quads / tris / faces. Do you have the math behind that or maybe a link about it? I tried looking for it since then without any success
🗪
56:46Blackboard: Triface meshes and "locality"
56:46Blackboard: Triface meshes and "locality"
56:46Blackboard: Triface meshes and "locality"
1:06:13"It's just a full tristrip and it touches itself maximally"δ
1:06:13"It's just a full tristrip and it touches itself maximally"δ
1:06:13"It's just a full tristrip and it touches itself maximally"δ
1:06:25Blackboard: A perfect patch for maximum throughput, without needing to restart the tristrip
1:06:25Blackboard: A perfect patch for maximum throughput, without needing to restart the tristrip
1:06:25Blackboard: A perfect patch for maximum throughput, without needing to restart the tristrip
1:08:27Blackboard: Primitive Assembly Cache and Vertex Transform Cache
1:08:27Blackboard: Primitive Assembly Cache and Vertex Transform Cache
1:08:27Blackboard: Primitive Assembly Cache and Vertex Transform Cache
1:12:40dino27_1988 Well yes, what you are now figuring out, that was my question. How does it "know" to use which vertex point to make triangles when you add them? Like, in your first grid example, how does it know not to draw a triangle from your center vertex to the upper left vertex (or any opposing vertex, for that matter)?
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1:12:40dino27_1988 Well yes, what you are now figuring out, that was my question. How does it "know" to use which vertex point to make triangles when you add them? Like, in your first grid example, how does it know not to draw a triangle from your center vertex to the upper left vertex (or any opposing vertex, for that matter)?
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1:12:40dino27_1988 Well yes, what you are now figuring out, that was my question. How does it "know" to use which vertex point to make triangles when you add them? Like, in your first grid example, how does it know not to draw a triangle from your center vertex to the upper left vertex (or any opposing vertex, for that matter)?
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1:14:06Blackboard: Primitive Assembly: Triangles, Tristrips and Trifans
1:14:06Blackboard: Primitive Assembly: Triangles, Tristrips and Trifans
1:14:06Blackboard: Primitive Assembly: Triangles, Tristrips and Trifans
1:14:54Blackboard: Triangles
1:14:54Blackboard: Triangles
1:14:54Blackboard: Triangles
1:15:46Blackboard: Tristrips
1:15:46Blackboard: Tristrips
1:15:46Blackboard: Tristrips
1:17:09Blackboard: Trifans
1:17:09Blackboard: Trifans
1:17:09Blackboard: Trifans
1:19:33robrobby You mentioned shortly to make Handmade Hero startup quicker which is slow now because of what OpenGL has to do. How? Would think we need to load the textures first before showing Handmade Hero?
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1:19:33robrobby You mentioned shortly to make Handmade Hero startup quicker which is slow now because of what OpenGL has to do. How? Would think we need to load the textures first before showing Handmade Hero?
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1:19:33robrobby You mentioned shortly to make Handmade Hero startup quicker which is slow now because of what OpenGL has to do. How? Would think we need to load the textures first before showing Handmade Hero?
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1:20:37ffsjs For people who do 3D meshes, it seems there's a rule (at least for Blender, as far as I know) that using anything else than quads for topology produces rendering artifacts, so it has to be avoided. Is this because when rendering in-game everything gets split again into triangles? Ignore the Q: if what I'm asking doesn't make sense
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1:20:37ffsjs For people who do 3D meshes, it seems there's a rule (at least for Blender, as far as I know) that using anything else than quads for topology produces rendering artifacts, so it has to be avoided. Is this because when rendering in-game everything gets split again into triangles? Ignore the Q: if what I'm asking doesn't make sense
🗪
1:20:37ffsjs For people who do 3D meshes, it seems there's a rule (at least for Blender, as far as I know) that using anything else than quads for topology produces rendering artifacts, so it has to be avoided. Is this because when rendering in-game everything gets split again into triangles? Ignore the Q: if what I'm asking doesn't make sense
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1:23:02ginger_bill With OpenGL context creation, which bit is the slow bit? Is it SetPixelFormat, as it may be VS2013 that is the problem? In VS2015 this is not as slow
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1:23:02ginger_bill With OpenGL context creation, which bit is the slow bit? Is it SetPixelFormat, as it may be VS2013 that is the problem? In VS2015 this is not as slow
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1:23:02ginger_bill With OpenGL context creation, which bit is the slow bit? Is it SetPixelFormat, as it may be VS2013 that is the problem? In VS2015 this is not as slow
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1:23:49shell.bat: set _NO_DEBUG_HEAP=1 in order to disable the debug heap
1:23:49shell.bat: set _NO_DEBUG_HEAP=1 in order to disable the debug heap
1:23:49shell.bat: set _NO_DEBUG_HEAP=1 in order to disable the debug heap
1:25:47Debugger: Run the game and note that the startup is now probably a little faster
1:25:47Debugger: Run the game and note that the startup is now probably a little faster
1:25:47Debugger: Run the game and note that the startup is now probably a little faster
1:27:52Explain the debug heap
1:27:52Explain the debug heap
1:27:52Explain the debug heap
1:28:46Close down
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1:28:46Close down
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1:28:46Close down
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1:29:34Promote Handmade After Dark1
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1:29:34Promote Handmade After Dark1
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1:29:34Promote Handmade After Dark1
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