1:04Recap and set the stage for the day
                    
                        1:04Recap and set the stage for the day
                     
                    
                        1:04Recap and set the stage for the day
                     
                 
                
                    3:29Apologise to folks not on the 4coder bandwagon yetα
                    
                        3:29Apologise to folks not on the 4coder bandwagon yetα
                     
                    
                        3:29Apologise to folks not on the 4coder bandwagon yetα
                     
                 
                
                    3:37handmade_debug.cpp: Consider how to unify Element creation
                    
                        3:37handmade_debug.cpp: Consider how to unify Element creation
                     
                    
                        3:37handmade_debug.cpp: Consider how to unify Element creation
                     
                 
                
                    10:26handmade_debug.h: Add RootProfileElement to debug_state and pass that down the profiler system
                    
                        10:26handmade_debug.h: Add RootProfileElement to debug_state and pass that down the profiler system
                     
                    
                        10:26handmade_debug.h: Add RootProfileElement to debug_state and pass that down the profiler system
                     
                 
                
                    14:38Run the game and make sure that it works
                    
                        14:38Run the game and make sure that it works
                     
                    
                        14:38Run the game and make sure that it works
                     
                 
                
                    16:26Debugger: Step into RootProfile and erroneously follow the ParentGroup path
                    
                        16:26Debugger: Step into RootProfile and erroneously follow the ParentGroup path
                     
                    
                        16:26Debugger: Step into RootProfile and erroneously follow the ParentGroup path
                     
                 
                
                
                    18:12Make this a very quiet, dignified editγ
                    
                        18:12Make this a very quiet, dignified editγ
                     
                    
                        18:12Make this a very quiet, dignified editγ
                     
                 
                
                    18:24handmade_debug.cpp: Do AddElementToGroup in the CreateHierarchy path
                    
                        18:24handmade_debug.cpp: Do AddElementToGroup in the CreateHierarchy path
                     
                    
                        18:24handmade_debug.cpp: Do AddElementToGroup in the CreateHierarchy path
                     
                 
                
                    18:47Run the game and see that we're in better shape
                    
                        18:47Run the game and see that we're in better shape
                     
                    
                        18:47Run the game and see that we're in better shape
                     
                 
                
                    19:21handmade_debug.cpp: Simplify the ViewingElement code using RootProfileElement
                    
                        19:21handmade_debug.cpp: Simplify the ViewingElement code using RootProfileElement
                     
                    
                        19:21handmade_debug.cpp: Simplify the ViewingElement code using RootProfileElement
                     
                 
                
                    20:42Opine the low resolutionδ
                    
                        20:42Opine the low resolutionδ
                     
                    
                        20:42Opine the low resolutionδ
                     
                 
                
                    21:03handmade_debug.cpp: Simplify DrawFrameBars
                    
                        21:03handmade_debug.cpp: Simplify DrawFrameBars
                     
                    
                        21:03handmade_debug.cpp: Simplify DrawFrameBars
                     
                 
                
                    26:11Blackboard: How the events are stored
                    
                        26:11Blackboard: How the events are stored
                     
                    
                        26:11Blackboard: How the events are stored
                     
                 
                
                    28:33handmade_debug.h: Consider doing StoreEvent directly into the Element, without adding it to a Parent in CollateDebugRecords
                    
                        28:33handmade_debug.h: Consider doing StoreEvent directly into the Element, without adding it to a Parent in CollateDebugRecords
                     
                    
                        28:33handmade_debug.h: Consider doing StoreEvent directly into the Element, without adding it to a Parent in CollateDebugRecords
                     
                 
                
                    30:31Blackboard: Why this might not work
                    
                        30:31Blackboard: Why this might not work
                     
                    
                        30:31Blackboard: Why this might not work
                     
                 
                
                    32:12handmade_debug.cpp: Use debug_profile_node in DrawFrameBars
                    
                        32:12handmade_debug.cpp: Use debug_profile_node in DrawFrameBars
                     
                    
                        32:12handmade_debug.cpp: Use debug_profile_node in DrawFrameBars
                     
                 
                
                    34:22Run the game and stress test the profiler
                    
                        34:22Run the game and stress test the profiler
                     
                    
                        34:22Run the game and stress test the profiler
                     
                 
                
                    39:27handmade_debug.cpp: Switch to DrawProfileIn and make it take a debug_element RootElement
                    
                        39:27handmade_debug.cpp: Switch to DrawProfileIn and make it take a debug_element RootElement
                     
                    
                        39:27handmade_debug.cpp: Switch to DrawProfileIn and make it take a debug_element RootElement
                     
                 
                
                    41:33Run the game and view the profiler with the old display
                    
                        41:33Run the game and view the profiler with the old display
                     
                    
                        41:33Run the game and view the profiler with the old display
                     
                 
                
                    42:18Blackboard: Gracefully handling multiple events on a single frame
                    
                        42:18Blackboard: Gracefully handling multiple events on a single frame
                     
                    
                        42:18Blackboard: Gracefully handling multiple events on a single frame
                     
                 
                
                    45:20handmade_debug.h: Remove AggregateCount from debug_profile_node and pack it a little differently
                    
                        45:20handmade_debug.h: Remove AggregateCount from debug_profile_node and pack it a little differently
                     
                    
                        45:20handmade_debug.h: Remove AggregateCount from debug_profile_node and pack it a little differently
                     
                 
                
                    48:12handmade_debug.h: Remove TotalClocks from debug_element_frame
                    
                        48:12handmade_debug.h: Remove TotalClocks from debug_element_frame
                     
                    
                        48:12handmade_debug.h: Remove TotalClocks from debug_element_frame
                     
                 
                
                    50:12handmade_debug.cpp: Introduce GetTotalClocks in order to compute TotalClock on demand
                    
                        50:12handmade_debug.cpp: Introduce GetTotalClocks in order to compute TotalClock on demand
                     
                    
                        50:12handmade_debug.cpp: Introduce GetTotalClocks in order to compute TotalClock on demand
                     
                 
                
                    53:53Run the game and make sure the profiler still works
                    
                        53:53Run the game and make sure the profiler still works
                     
                    
                        53:53Run the game and make sure the profiler still works
                     
                 
                
                    54:04handmade_debug.cpp: Space the EventRects based on the TotalClock
                    
                        54:04handmade_debug.cpp: Space the EventRects based on the TotalClock
                     
                    
                        54:04handmade_debug.cpp: Space the EventRects based on the TotalClock
                     
                 
                
                    58:38Run the game and view our beautiful profiler
                    
                        58:38Run the game and view our beautiful profiler
                     
                    
                        58:38Run the game and view our beautiful profiler
                     
                 
                
                
                    1:00:02@insobot Relationship status it's complicated for the movement to be it's own main function inside?
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                        1:00:02@insobot Relationship status it's complicated for the movement to be it's own main function inside?
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                        1:00:02@insobot Relationship status it's complicated for the movement to be it's own main function inside?
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                    1:01:30@cvaucher Reasons performance was so bad with the new debug view? Isn't this still way fewer tris than a typical 3D game? Is the framerate reasonable if you switch to solid rectangles vs outlines?
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                        1:01:30@cvaucher Reasons performance was so bad with the new debug view? Isn't this still way fewer tris than a typical 3D game? Is the framerate reasonable if you switch to solid rectangles vs outlines?
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                        1:01:30@cvaucher Reasons performance was so bad with the new debug view? Isn't this still way fewer tris than a typical 3D game? Is the framerate reasonable if you switch to solid rectangles vs outlines?
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                    1:03:56@boogie0815 Will you make the UI immediate mode?
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                        1:03:56@boogie0815 Will you make the UI immediate mode?
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                        1:03:56@boogie0815 Will you make the UI immediate mode?
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                    1:04:04@dudeinbasement1 Will the debug graphing update even if the game is paused?
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                        1:04:04@dudeinbasement1 Will the debug graphing update even if the game is paused?
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                        1:04:04@dudeinbasement1 Will the debug graphing update even if the game is paused?
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                    1:04:28@Longboolean Right now the outlines on the profiler overlap each other. Makes it a little harder to make out the colors (or the change from one to the other). The obvious solution would be to draw them with a slight offset from the last each time, but are there any problems with that once the rectangles get really small?
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                        1:04:28@Longboolean Right now the outlines on the profiler overlap each other. Makes it a little harder to make out the colors (or the change from one to the other). The obvious solution would be to draw them with a slight offset from the last each time, but are there any problems with that once the rectangles get really small?
🗪
 
                     
                    
                        1:04:28@Longboolean Right now the outlines on the profiler overlap each other. Makes it a little harder to make out the colors (or the change from one to the other). The obvious solution would be to draw them with a slight offset from the last each time, but are there any problems with that once the rectangles get really small?
🗪
 
                     
                 
                
                    1:05:07@Mojobojo Is our current timestep code framerate independent? Will the game's simulation run the same at any framerate?
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                        1:05:07@Mojobojo Is our current timestep code framerate independent? Will the game's simulation run the same at any framerate?
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                        1:05:07@Mojobojo Is our current timestep code framerate independent? Will the game's simulation run the same at any framerate?
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                    1:06:54@zennmystic Are we going to do the batch way then?
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                        1:06:54@zennmystic Are we going to do the batch way then?
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                        1:06:54@zennmystic Are we going to do the batch way then?
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                    1:07:23@dudeinbasement1 (Off-topic) Have you ever defined structures inside of functions?
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                        1:07:23@dudeinbasement1 (Off-topic) Have you ever defined structures inside of functions?
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                        1:07:23@dudeinbasement1 (Off-topic) Have you ever defined structures inside of functions?
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                    1:09:17@sixdegreesofgaming Is there any advantage to making physics dependent on framerate other than convenience?
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                        1:09:17@sixdegreesofgaming Is there any advantage to making physics dependent on framerate other than convenience?
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                        1:09:17@sixdegreesofgaming Is there any advantage to making physics dependent on framerate other than convenience?
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