Changing to Static Frame Arrays
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1:48handmade_debug.cpp: Initialise the ProfileGraph dimensions to something relatively large
1:48handmade_debug.cpp: Initialise the ProfileGraph dimensions to something relatively large
1:48handmade_debug.cpp: Initialise the ProfileGraph dimensions to something relatively large
4:01Run the game, see the profile at a more useable default size and set the stage for the day
4:01Run the game, see the profile at a more useable default size and set the stage for the day
4:01Run the game, see the profile at a more useable default size and set the stage for the day
5:42handmade_debug.cpp: Introduce DrawFrameBars which draws stacked bars for multiple frames
5:42handmade_debug.cpp: Introduce DrawFrameBars which draws stacked bars for multiple frames
5:42handmade_debug.cpp: Introduce DrawFrameBars which draws stacked bars for multiple frames
15:55handmade_debug.cpp: Call DrawFrameBars rather than DrawProfileIn
15:55handmade_debug.cpp: Call DrawFrameBars rather than DrawProfileIn
15:55handmade_debug.cpp: Call DrawFrameBars rather than DrawProfileIn
17:17handmade_debug.cpp: Cap the FrameIndex
17:17handmade_debug.cpp: Cap the FrameIndex
17:17handmade_debug.cpp: Cap the FrameIndex
18:02Run the game and see our stack
18:02Run the game and see our stack
18:02Run the game and see our stack
18:08handmade_debug.cpp: Increase the FrameCount to 10
18:08handmade_debug.cpp: Increase the FrameCount to 10
18:08handmade_debug.cpp: Increase the FrameCount to 10
20:50handmade_debug.cpp: Just set the RootNode to be the OldestEvent
20:50handmade_debug.cpp: Just set the RootNode to be the OldestEvent
20:50handmade_debug.cpp: Just set the RootNode to be the OldestEvent
22:03handmade_debug.cpp: Increase the FrameCount to 128
22:03handmade_debug.cpp: Increase the FrameCount to 128
22:03handmade_debug.cpp: Increase the FrameCount to 128
22:18Run the game and see a more granular view of what's happening over time
22:18Run the game and see a more granular view of what's happening over time
22:18Run the game and see a more granular view of what's happening over time
24:36handmade_debug.h: Remove debug_frame_region and MAX_REGIONS_PER_FRAME
24:36handmade_debug.h: Remove debug_frame_region and MAX_REGIONS_PER_FRAME
24:36handmade_debug.h: Remove debug_frame_region and MAX_REGIONS_PER_FRAME
25:58"None of that's a thing"α
25:58"None of that's a thing"α
25:58"None of that's a thing"α
26:08handmade_debug.h: Introduce debug_element_frame to allow us to track and time events
26:08handmade_debug.h: Introduce debug_element_frame to allow us to track and time events
26:08handmade_debug.h: Introduce debug_element_frame to allow us to track and time events
31:07handmade_debug.h: Introduce FrameOrdinal and MostRecentFrameOrdinal and make functions in handmade_debug.cpp use it
31:07handmade_debug.h: Introduce FrameOrdinal and MostRecentFrameOrdinal and make functions in handmade_debug.cpp use it
31:07handmade_debug.h: Introduce FrameOrdinal and MostRecentFrameOrdinal and make functions in handmade_debug.cpp use it
38:09handmade_debug.cpp: Work on FreeFrame and FreeOldestFrame, and rework NewFrame as InitFrame
38:09handmade_debug.cpp: Work on FreeFrame and FreeOldestFrame, and rework NewFrame as InitFrame
38:09handmade_debug.cpp: Work on FreeFrame and FreeOldestFrame, and rework NewFrame as InitFrame
48:12handmade_debug.cpp: Introduce IncrementFrameOrdinal and GetCollationFrame
48:12handmade_debug.cpp: Introduce IncrementFrameOrdinal and GetCollationFrame
48:12handmade_debug.cpp: Introduce IncrementFrameOrdinal and GetCollationFrame
51:32handmade_debug.cpp: Work through compile errors
51:32handmade_debug.cpp: Work through compile errors
51:32handmade_debug.cpp: Work through compile errors
1:01:48Run the game and see that it is (almost) working
1:01:48Run the game and see that it is (almost) working
1:01:48Run the game and see that it is (almost) working
1:02:48Debugger: Break on FreeFrame and inspect the ordinals
1:02:48Debugger: Break on FreeFrame and inspect the ordinals
1:02:48Debugger: Break on FreeFrame and inspect the ordinals
1:09:33handmade_debug.cpp: Conditionally do a FREELIST_DEALLOCATE in FreeFrame
1:09:33handmade_debug.cpp: Conditionally do a FREELIST_DEALLOCATE in FreeFrame
1:09:33handmade_debug.cpp: Conditionally do a FREELIST_DEALLOCATE in FreeFrame
1:12:58handmade_debug.cpp: Scrutinise FreeFrame and do a ZeroStruct on *ElementFrame
1:12:58handmade_debug.cpp: Scrutinise FreeFrame and do a ZeroStruct on *ElementFrame
1:12:58handmade_debug.cpp: Scrutinise FreeFrame and do a ZeroStruct on *ElementFrame
1:14:48Run the game and reiterate the fact that we're leaking memory
1:14:48Run the game and reiterate the fact that we're leaking memory
1:14:48Run the game and reiterate the fact that we're leaking memory
1:16:25Q&A
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1:16:25Q&A
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1:16:25Q&A
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1:17:10EnemyMouse Do you need to wrap that + FrameOrdinal in the FreeFrame function?
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1:17:10EnemyMouse Do you need to wrap that + FrameOrdinal in the FreeFrame function?
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1:17:10EnemyMouse Do you need to wrap that + FrameOrdinal in the FreeFrame function?
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1:17:48handmade_debug.cpp: Assert that FrameOrdinal is less than DEBUG_FRAME_COUNT
1:17:48handmade_debug.cpp: Assert that FrameOrdinal is less than DEBUG_FRAME_COUNT
1:17:48handmade_debug.cpp: Assert that FrameOrdinal is less than DEBUG_FRAME_COUNT
1:19:08handmade_debug.cpp: Keep track of the FreedEventCount
1:19:08handmade_debug.cpp: Keep track of the FreedEventCount
1:19:08handmade_debug.cpp: Keep track of the FreedEventCount
1:19:55Run the game, crash and find that we're freeing one more event than we're storing
1:19:55Run the game, crash and find that we're freeing one more event than we're storing
1:19:55Run the game, crash and find that we're freeing one more event than we're storing
1:21:10handmade_debug.cpp: Remove a FREELIST_DEALLOCATE
1:21:10handmade_debug.cpp: Remove a FREELIST_DEALLOCATE
1:21:10handmade_debug.cpp: Remove a FREELIST_DEALLOCATE
1:21:36Rebuild and run and find that the bug's gone
1:21:36Rebuild and run and find that the bug's gone
1:21:36Rebuild and run and find that the bug's gone
1:22:48zilarrezko I'm a bit behind on Handmade Hero, but do you typically bypass (for something like off-stream coding) all the simplified things like rendering a bitmap like how you were doing (DrawBitmap, like on episode 39), and go straight to the renderer? But as well as other things like structured assets and the like?
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1:22:48zilarrezko I'm a bit behind on Handmade Hero, but do you typically bypass (for something like off-stream coding) all the simplified things like rendering a bitmap like how you were doing (DrawBitmap, like on episode 39), and go straight to the renderer? But as well as other things like structured assets and the like?
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1:22:48zilarrezko I'm a bit behind on Handmade Hero, but do you typically bypass (for something like off-stream coding) all the simplified things like rendering a bitmap like how you were doing (DrawBitmap, like on episode 39), and go straight to the renderer? But as well as other things like structured assets and the like?
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1:25:27DudeInBasement1 Thoughts on using a static array instead of the lists?
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1:25:27DudeInBasement1 Thoughts on using a static array instead of the lists?
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1:25:27DudeInBasement1 Thoughts on using a static array instead of the lists?
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1:26:16Miblo insobot had this to say today: "Inheritance and encapsulation two best inventions of mankind". Discuss
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1:26:16Miblo insobot had this to say today: "Inheritance and encapsulation two best inventions of mankind". Discuss
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1:26:16Miblo insobot had this to say today: "Inheritance and encapsulation two best inventions of mankind". Discuss
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1:26:31EnemyMouse Do you prefer to use modulo or masking for circular indexing? Do compilers replace modulos with bitwise-and if the operand is power of 2 -1?
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1:26:31EnemyMouse Do you prefer to use modulo or masking for circular indexing? Do compilers replace modulos with bitwise-and if the operand is power of 2 -1?
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1:26:31EnemyMouse Do you prefer to use modulo or masking for circular indexing? Do compilers replace modulos with bitwise-and if the operand is power of 2 -1?
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1:28:21erdomina Are we still doing the marathon stream to account for the Q&A Monday madness?
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1:28:21erdomina Are we still doing the marathon stream to account for the Q&A Monday madness?
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1:28:21erdomina Are we still doing the marathon stream to account for the Q&A Monday madness?
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1:28:33SoysauceTheKid The profiler code you had running several weeks ago, what happened to it? Some of the things you had implemented like the multiple lanes seemed to have disappeared
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1:28:33SoysauceTheKid The profiler code you had running several weeks ago, what happened to it? Some of the things you had implemented like the multiple lanes seemed to have disappeared
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1:28:33SoysauceTheKid The profiler code you had running several weeks ago, what happened to it? Some of the things you had implemented like the multiple lanes seemed to have disappeared
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1:29:07handmade_debug.cpp: Reenable the profile lanes
1:29:07handmade_debug.cpp: Reenable the profile lanes
1:29:07handmade_debug.cpp: Reenable the profile lanes
1:30:35Run the game, see the multiple lanes, enable the software renderer and crash
1:30:35Run the game, see the multiple lanes, enable the software renderer and crash
1:30:35Run the game, see the multiple lanes, enable the software renderer and crash
1:31:10handmade_debug.cpp: Disable the recursion for now and run the game
1:31:10handmade_debug.cpp: Disable the recursion for now and run the game
1:31:10handmade_debug.cpp: Disable the recursion for now and run the game
1:32:39zilarrezko What if you aren't really learning from Handmade Hero? Where I've gone through episodes 1-28 about four times and I thought I knew how to do so. I tried to make the simplified win32 layer to get to the independent layer, and I found that I couldn't do it. The documentation was rough and I forgot what things did what. What would you say to people who find that they aren't learning?
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1:32:39zilarrezko What if you aren't really learning from Handmade Hero? Where I've gone through episodes 1-28 about four times and I thought I knew how to do so. I tried to make the simplified win32 layer to get to the independent layer, and I found that I couldn't do it. The documentation was rough and I forgot what things did what. What would you say to people who find that they aren't learning?
🗪
1:32:39zilarrezko What if you aren't really learning from Handmade Hero? Where I've gone through episodes 1-28 about four times and I thought I knew how to do so. I tried to make the simplified win32 layer to get to the independent layer, and I found that I couldn't do it. The documentation was rough and I forgot what things did what. What would you say to people who find that they aren't learning?
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1:35:29handmade_debug.cpp: Switch from DrawProfileIn to DrawFrameBars and view the profiler
1:35:29handmade_debug.cpp: Switch from DrawProfileIn to DrawFrameBars and view the profiler
1:35:29handmade_debug.cpp: Switch from DrawProfileIn to DrawFrameBars and view the profiler
1:36:10Call it
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1:36:10Call it
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1:36:10Call it
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1:37:42Promote 4coder
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1:37:42Promote 4coder
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1:37:42Promote 4coder
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