0:35On two-hour blocks enabling a more continuous workflow
0:35On two-hour blocks enabling a more continuous workflow
0:35On two-hour blocks enabling a more continuous workflow
1:43Run the game and set the stage for the day
1:43Run the game and set the stage for the day
1:43Run the game and set the stage for the day
2:48handmade_world_mode.cpp: Consider reworking UpdateAndRenderSimRegion() for state visibility minimisation
2:48handmade_world_mode.cpp: Consider reworking UpdateAndRenderSimRegion() for state visibility minimisation
2:48handmade_world_mode.cpp: Consider reworking UpdateAndRenderSimRegion() for state visibility minimisation
7:54Run the game and consider how we want UpdateAndRenderSimRegion() to operate differently in the debug and the regular view
7:54Run the game and consider how we want UpdateAndRenderSimRegion() to operate differently in the debug and the regular view
7:54Run the game and consider how we want UpdateAndRenderSimRegion() to operate differently in the debug and the regular view
11:32On when and why to pass in a superset of arguments to a function
11:32On when and why to pass in a superset of arguments to a function
11:32On when and why to pass in a superset of arguments to a function
14:56handmade_world_mode.cpp: Introduce CheckForJoiningPlayers() to contain the player joining code from UpdateAndRenderSimRegion()
14:56handmade_world_mode.cpp: Introduce CheckForJoiningPlayers() to contain the player joining code from UpdateAndRenderSimRegion()
14:56handmade_world_mode.cpp: Introduce CheckForJoiningPlayers() to contain the player joining code from UpdateAndRenderSimRegion()
18:06handmade_world_mode.cpp: Consider how to split up UpdateAndRenderSimRegion()
18:06handmade_world_mode.cpp: Consider how to split up UpdateAndRenderSimRegion()
18:06handmade_world_mode.cpp: Consider how to split up UpdateAndRenderSimRegion()
21:45handmade_world_mode.cpp: Break out UpdateAndRenderSimRegion() functionality into UpdateAndRenderWorld()
21:45handmade_world_mode.cpp: Break out UpdateAndRenderSimRegion() functionality into UpdateAndRenderWorld()
21:45handmade_world_mode.cpp: Break out UpdateAndRenderSimRegion() functionality into UpdateAndRenderWorld()
23:31handmade_sim_region.cpp: Consider how the simulation and the packing sides are two different functions
23:31handmade_sim_region.cpp: Consider how the simulation and the packing sides are two different functions
23:31handmade_sim_region.cpp: Consider how the simulation and the packing sides are two different functions
24:47handmade_sim_region.cpp: Rename BeginSim() to BeginWorldChange() and EndSim() to EndWorldChange()
24:47handmade_sim_region.cpp: Rename BeginSim() to BeginWorldChange() and EndSim() to EndWorldChange()
24:47handmade_sim_region.cpp: Rename BeginSim() to BeginWorldChange() and EndSim() to EndWorldChange()
25:50handmade_world_mode.cpp: Introduce new, higher level BeginSim() and EndSim() functions, and Simulate()
25:50handmade_world_mode.cpp: Introduce new, higher level BeginSim() and EndSim() functions, and Simulate()
25:50handmade_world_mode.cpp: Introduce new, higher level BeginSim() and EndSim() functions, and Simulate()
32:57handmade_world_mode.cpp: Make UpdateAndRenderWorld() call our new functions
32:57handmade_world_mode.cpp: Make UpdateAndRenderWorld() call our new functions
32:57handmade_world_mode.cpp: Make UpdateAndRenderWorld() call our new functions
37:52Run the game to see that we're still getting the same results
37:52Run the game to see that we're still getting the same results
37:52Run the game to see that we're still getting the same results
38:26Consider reworking the passing of input to ExecuteBrain() and Simulate()
38:26Consider reworking the passing of input to ExecuteBrain() and Simulate()
38:26Consider reworking the passing of input to ExecuteBrain() and Simulate()
41:48handmade_entity.cpp: Introduce DEBUGPickEntity()
41:48handmade_entity.cpp: Introduce DEBUGPickEntity()
41:48handmade_entity.cpp: Introduce DEBUGPickEntity()
50:04handmade_debug_interface.h: Add MouseP to the debug_table struct and introduce SET_DEBUG_MOUSE_P() and GET_DEBUG_MOUSE_P()
50:04handmade_debug_interface.h: Add MouseP to the debug_table struct and introduce SET_DEBUG_MOUSE_P() and GET_DEBUG_MOUSE_P()
50:04handmade_debug_interface.h: Add MouseP to the debug_table struct and introduce SET_DEBUG_MOUSE_P() and GET_DEBUG_MOUSE_P()
53:44Run the game to see that's all good now too
53:44Run the game to see that's all good now too
53:44Run the game to see that's all good now too
55:03asafgartner Can you try compiling with debug off?
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55:03asafgartner Can you try compiling with debug off?
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55:03asafgartner Can you try compiling with debug off?
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55:41handmade_world_mode.cpp: Enable DEBUGPickEntity() and DEBUG_PLATFORM_GET_MEMORY_STATS() to be compiled out
55:41handmade_world_mode.cpp: Enable DEBUGPickEntity() and DEBUG_PLATFORM_GET_MEMORY_STATS() to be compiled out
55:41handmade_world_mode.cpp: Enable DEBUGPickEntity() and DEBUG_PLATFORM_GET_MEMORY_STATS() to be compiled out
57:39badflydog CTime stats. I know I know. It's irrelevant for the code
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57:39badflydog CTime stats. I know I know. It's irrelevant for the code
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57:39badflydog CTime stats. I know I know. It's irrelevant for the code
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59:48chaoscom What does the "..." do in the define?
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59:48chaoscom What does the "..." do in the define?
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59:48chaoscom What does the "..." do in the define?
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1:00:06handmade.cpp: Demo varargs
1:00:06handmade.cpp: Demo varargs
1:00:06handmade.cpp: Demo varargs
1:09:26flirtychair How about documentation? I see you don't have too much comments in your code
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1:09:26flirtychair How about documentation? I see you don't have too much comments in your code
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1:09:26flirtychair How about documentation? I see you don't have too much comments in your code
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1:12:45tomisqi I sometimes receive comments from colleagues during code reviews that I should put long pieces of code into functions for "cleanliness". What parameters go into your thought process when deciding if a piece of code should be placed under a function? How do you make the decision?
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1:12:45tomisqi I sometimes receive comments from colleagues during code reviews that I should put long pieces of code into functions for "cleanliness". What parameters go into your thought process when deciding if a piece of code should be placed under a function? How do you make the decision?
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1:12:45tomisqi I sometimes receive comments from colleagues during code reviews that I should put long pieces of code into functions for "cleanliness". What parameters go into your thought process when deciding if a piece of code should be placed under a function? How do you make the decision?
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1:18:16lvias How much code is debug code vs real code?
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1:18:16lvias How much code is debug code vs real code?
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1:18:16lvias How much code is debug code vs real code?
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1:20:15uplinkcoder Expand the files and take the diffs?
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1:20:15uplinkcoder Expand the files and take the diffs?
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1:20:15uplinkcoder Expand the files and take the diffs?
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1:21:14Restart, recap the first block of work and set the stage for the second block
1:21:14Restart, recap the first block of work and set the stage for the second block
1:21:14Restart, recap the first block of work and set the stage for the second block
1:23:14handmade_world_mode.cpp: Delineate the primary and non-primary region simulation routines in UpdateAndRenderWorld() and consider how to thread them
1:23:14handmade_world_mode.cpp: Delineate the primary and non-primary region simulation routines in UpdateAndRenderWorld() and consider how to thread them
1:23:14handmade_world_mode.cpp: Delineate the primary and non-primary region simulation routines in UpdateAndRenderWorld() and consider how to thread them
1:25:15Run the game and consult the profiler to see the expense of GetClosestTraversable()
1:25:15Run the game and consult the profiler to see the expense of GetClosestTraversable()
1:25:15Run the game and consult the profiler to see the expense of GetClosestTraversable()
1:27:34handmade_render.cpp: Recap how RenderCommandsToBitmap() creates work orders to distribute to our threads
1:27:34handmade_render.cpp: Recap how RenderCommandsToBitmap() creates work orders to distribute to our threads
1:27:34handmade_render.cpp: Recap how RenderCommandsToBitmap() creates work orders to distribute to our threads
1:30:13handmade_world_mode.cpp: Introduce DoWorldSim() in order to thread the simulation
1:30:13handmade_world_mode.cpp: Introduce DoWorldSim() in order to thread the simulation
1:30:13handmade_world_mode.cpp: Introduce DoWorldSim() in order to thread the simulation
1:32:32Note the fact that the arenas are not multithreaded constructs
1:32:32Note the fact that the arenas are not multithreaded constructs
1:32:32Note the fact that the arenas are not multithreaded constructs
1:33:53handmade_world_mode.cpp: Make BeginSim() take a TempArena that we pass in, to enable it to be multithreaded
1:33:53handmade_world_mode.cpp: Make BeginSim() take a TempArena that we pass in, to enable it to be multithreaded
1:33:53handmade_world_mode.cpp: Make BeginSim() take a TempArena that we pass in, to enable it to be multithreaded
1:36:23Consider reworking memory allocaton in terms of multithreading
1:36:23Consider reworking memory allocaton in terms of multithreading
1:36:23Consider reworking memory allocaton in terms of multithreading
1:40:47Memory and Multiple Threads (scratch space)
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1:40:47Memory and Multiple Threads (scratch space)
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1:40:47Memory and Multiple Threads (scratch space)
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1:46:33handmade_world_mode.cpp: Make DoWorldSim() allocate memory that exists only for the lifetime of the work
1:46:33handmade_world_mode.cpp: Make DoWorldSim() allocate memory that exists only for the lifetime of the work
1:46:33handmade_world_mode.cpp: Make DoWorldSim() allocate memory that exists only for the lifetime of the work
1:50:31handmade_world_mode.cpp: Enable UpdateAndRenderWorld() to create world_sim_work orders
1:50:31handmade_world_mode.cpp: Enable UpdateAndRenderWorld() to create world_sim_work orders
1:50:31handmade_world_mode.cpp: Enable UpdateAndRenderWorld() to create world_sim_work orders
1:56:06Run the game and consult the profiler to see a lot of debug events being generated
1:56:06Run the game and consult the profiler to see a lot of debug events being generated
1:56:06Run the game and consult the profiler to see a lot of debug events being generated
1:57:32handmade_world_mode.cpp: Toggle UpdateAndRenderWorld() to take the multithreaded path, run the game and consider why it doesn't work
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1:57:32handmade_world_mode.cpp: Toggle UpdateAndRenderWorld() to take the multithreaded path, run the game and consider why it doesn't work
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1:57:32handmade_world_mode.cpp: Toggle UpdateAndRenderWorld() to take the multithreaded path, run the game and consider why it doesn't work
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2:00:21handmade_world_mode.cpp: Consider why Simulate(), ExecuteBrain() and UpdateAndRenderEntities() take the WorldMode
2:00:21handmade_world_mode.cpp: Consider why Simulate(), ExecuteBrain() and UpdateAndRenderEntities() take the WorldMode
2:00:21handmade_world_mode.cpp: Consider why Simulate(), ExecuteBrain() and UpdateAndRenderEntities() take the WorldMode
2:02:46handmade_world_mode.cpp: Remove AddCollisionRule() and ClearCollisionRulesFor(), and prevent functions from unnecessarily taking the WorldMode
2:02:46handmade_world_mode.cpp: Remove AddCollisionRule() and ClearCollisionRulesFor(), and prevent functions from unnecessarily taking the WorldMode
2:02:46handmade_world_mode.cpp: Remove AddCollisionRule() and ClearCollisionRulesFor(), and prevent functions from unnecessarily taking the WorldMode
2:07:13handmade_world_mode.cpp: Make Simulate() take a particle_cache
2:07:13handmade_world_mode.cpp: Make Simulate() take a particle_cache
2:07:13handmade_world_mode.cpp: Make Simulate() take a particle_cache
2:08:44handmade_brain.cpp: Make ExecuteBrain() take a random_series Entropy
2:08:44handmade_brain.cpp: Make ExecuteBrain() take a random_series Entropy
2:08:44handmade_brain.cpp: Make ExecuteBrain() take a random_series Entropy
2:09:53handmade_entity.cpp: Make UpdateAndRenderEntities() take the TypicalFloorHeight directly for now
2:09:53handmade_entity.cpp: Make UpdateAndRenderEntities() take the TypicalFloorHeight directly for now
2:09:53handmade_entity.cpp: Make UpdateAndRenderEntities() take the TypicalFloorHeight directly for now
2:11:46handmade_sim_region.cpp: Prevent BeginWorldChange() and EndWorldChange() from taking WorldMode, and consider how better to deal with the camera
2:11:46handmade_sim_region.cpp: Prevent BeginWorldChange() and EndWorldChange() from taking WorldMode, and consider how better to deal with the camera
2:11:46handmade_sim_region.cpp: Prevent BeginWorldChange() and EndWorldChange() from taking WorldMode, and consider how better to deal with the camera
2:15:03handmade_world_mode.cpp: Make DoWorldSim() lock a mutex around BeginSim() and EndSim()
2:15:03handmade_world_mode.cpp: Make DoWorldSim() lock a mutex around BeginSim() and EndSim()
2:15:03handmade_world_mode.cpp: Make DoWorldSim() lock a mutex around BeginSim() and EndSim()
2:18:21Run the game on the multithreaded path, and investigate why the World is null
2:18:21Run the game on the multithreaded path, and investigate why the World is null
2:18:21Run the game on the multithreaded path, and investigate why the World is null
2:18:38"The world is null... the world is null!"α
2:18:38"The world is null... the world is null!"α
2:18:38"The world is null... the world is null!"α
2:19:52handmade_world_mode.cpp: Make DoWorldSim() call Platform.CompleteAllWork(), run the game and consult the profiler
2:19:52handmade_world_mode.cpp: Make DoWorldSim() call Platform.CompleteAllWork(), run the game and consult the profiler
2:19:52handmade_world_mode.cpp: Make DoWorldSim() call Platform.CompleteAllWork(), run the game and consult the profiler
2:21:56Consider how to improve this multithreading of the simulation, with a few words on functional programming
2:21:56Consider how to improve this multithreading of the simulation, with a few words on functional programming
2:21:56Consider how to improve this multithreading of the simulation, with a few words on functional programming
2:23:42todo.txt: Update the TODO list
2:23:42todo.txt: Update the TODO list
2:23:42todo.txt: Update the TODO list
2:25:15Kknewkles (vicariously asked via
Miblo) o7 Casey! Two questions: 1) Have you finished Sausage Roll? I have! >:D 2) I have been Shilling Knight for you to play Shovel Knight, and now I have to add Undertale to the list. That game a gift from gods on high
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2:25:15Kknewkles (vicariously asked via
Miblo) o7 Casey! Two questions: 1) Have you finished Sausage Roll? I have! >:D 2) I have been Shilling Knight for you to play Shovel Knight, and now I have to add Undertale to the list. That game a gift from gods on high
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2:25:15Kknewkles (vicariously asked via
Miblo) o7 Casey! Two questions: 1) Have you finished Sausage Roll? I have! >:D 2) I have been Shilling Knight for you to play Shovel Knight, and now I have to add Undertale to the list. That game a gift from gods on high
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2:26:17a_pulsing_mage Isn't simulating the world in several threads, can't that make the game non deterministic? Isn't the point of the RNG having a starting kernel for deterministic play for competition and stuff?
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2:26:17a_pulsing_mage Isn't simulating the world in several threads, can't that make the game non deterministic? Isn't the point of the RNG having a starting kernel for deterministic play for competition and stuff?
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2:26:17a_pulsing_mage Isn't simulating the world in several threads, can't that make the game non deterministic? Isn't the point of the RNG having a starting kernel for deterministic play for competition and stuff?
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2:29:14Blackboard: RNG in Handmade Hero
2:29:14Blackboard: RNG in Handmade Hero
2:29:14Blackboard: RNG in Handmade Hero
2:32:32thegeekpirate When do you go back and complete "TODO" tasks you've given yourself in the code? Is each one going to be completed before you're done, or are they simply wishlists?
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2:32:32thegeekpirate When do you go back and complete "TODO" tasks you've given yourself in the code? Is each one going to be completed before you're done, or are they simply wishlists?
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2:32:32thegeekpirate When do you go back and complete "TODO" tasks you've given yourself in the code? Is each one going to be completed before you're done, or are they simply wishlists?
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2:33:14sumsar10171 Is it important for a game programmer to have a portfolio in the same way artists do and, if so, what would be important to include?
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2:33:14sumsar10171 Is it important for a game programmer to have a portfolio in the same way artists do and, if so, what would be important to include?
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2:33:14sumsar10171 Is it important for a game programmer to have a portfolio in the same way artists do and, if so, what would be important to include?
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2:34:53garryjohanson In a tight inner loop do you think these memory copies for the temporary scratch memory could become an overhead concern? If I understood the stream correctly, that is
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2:34:53garryjohanson In a tight inner loop do you think these memory copies for the temporary scratch memory could become an overhead concern? If I understood the stream correctly, that is
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2:34:53garryjohanson In a tight inner loop do you think these memory copies for the temporary scratch memory could become an overhead concern? If I understood the stream correctly, that is
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2:35:31longboolean Currently what is the behavior when walking several rooms over, into another chunk?
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2:35:31longboolean Currently what is the behavior when walking several rooms over, into another chunk?
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2:35:31longboolean Currently what is the behavior when walking several rooms over, into another chunk?
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2:36:13williambundy Save scumming?
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2:36:13williambundy Save scumming?
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2:36:13williambundy Save scumming?
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2:36:21jim0_o Will there be streams from the job fair people?
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2:36:21jim0_o Will there be streams from the job fair people?
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2:36:21jim0_o Will there be streams from the job fair people?
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2:36:48marcramhim What's the relation between IQ and success at programming?
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2:36:48marcramhim What's the relation between IQ and success at programming?
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2:36:48marcramhim What's the relation between IQ and success at programming?
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2:37:20ginger_bill Off-topic question which can be answered later if necessary. I've been developing a new programming language to replace my needs for C/C++ and pretty much every other language. The main areas of research for me at the moment are: Metaprogramming, SSA optimizations, Concurrency. You being a metaprogramming "expert", other than Compile Time Execution (CTE) that is Jon's language, what other forms of metaprogramming would you like?
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2:37:20ginger_bill Off-topic question which can be answered later if necessary. I've been developing a new programming language to replace my needs for C/C++ and pretty much every other language. The main areas of research for me at the moment are: Metaprogramming, SSA optimizations, Concurrency. You being a metaprogramming "expert", other than Compile Time Execution (CTE) that is Jon's language, what other forms of metaprogramming would you like?
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2:37:20ginger_bill Off-topic question which can be answered later if necessary. I've been developing a new programming language to replace my needs for C/C++ and pretty much every other language. The main areas of research for me at the moment are: Metaprogramming, SSA optimizations, Concurrency. You being a metaprogramming "expert", other than Compile Time Execution (CTE) that is Jon's language, what other forms of metaprogramming would you like?
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2:37:50williambundy Sorry, it was in context: if I open a chest, and don't get what I want, reloading a save game and playing slightly differently might get me a different RNG for the chest
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2:37:50williambundy Sorry, it was in context: if I open a chest, and don't get what I want, reloading a save game and playing slightly differently might get me a different RNG for the chest
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2:37:50williambundy Sorry, it was in context: if I open a chest, and don't get what I want, reloading a save game and playing slightly differently might get me a different RNG for the chest
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2:40:36ginger_bill Will the game have different "levels" like the Binding of Isaac, or will the entire game be a single "level"?
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2:40:36ginger_bill Will the game have different "levels" like the Binding of Isaac, or will the entire game be a single "level"?
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2:40:36ginger_bill Will the game have different "levels" like the Binding of Isaac, or will the entire game be a single "level"?
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