is presently its sole maintainer,
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About platform specific code
What is left to be done on the platform layer
Topic of the day revealed!
Portability and cross platformness
How people used to make code be cross platform (preprocessor #if #else)
About preprocessor #if #else cross platforming
Separate platform files (e.g. linux_handmade.cpp) as the entry point
Unity builds, building your project as one translation unit
Virtualising the OS to the game (architecture style 1)
Example implementation for virtualising a window wrapper
Reasons why perhaps not to use style 1
Game as a service to the OS (architecture style 2)
Implementing style 2
GameUpdateAndRender() - moving RenderWeirdGradient to game code
Start of Q&A
Seems 'unsafe' to include the platform independent code after including the platform specific headers
Would you always orchestrate how you do threading in the platform layer or does it make sense for the platform layer to also provide a more generic threading job service?
You said last stream you didn't really like showing the FPS because you didn't find it useful. Can you explain that?
On the scale from genius to totally awesome how can you remember all this?
Do we currently have a hidden platform dependancy inside the bitmap memory or is BGRA something that happens on the other platforms too?
It seems like your approach to handling platform dependant services is to prefer a many-to-one relationship instead of a one-to-many. [...]
How did you setup Visual Studio to have that black theme?
During coding is it easy to discipline yourself to make the code as clean and tidy as possible. [...] Do you think this is good in general or could it backfire?
Would there be a way to build your platform dependant code in a separate entity in order to allow you to use it in the future?
Will you be developing your own implementation of strings? (No)
Does the unity build approach work with parallel compilation?
Do you feel it is necessary to make a flowchart before coding, or do you go with the flow?
Why the #define part for the header file (include guards)
Why do you specify void in function definitions when they don't take arguments?
Do you have a specific method for solving programming problems or do you just write things and solve them in place?
Why are you forward declaring game layer functions in the header when you include the whole documentation?
Do you think it is realistic for someone with awful math skills to be an efficient game developer?