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First day of Programming the Actual Game
We'll know how everything happens above the platform layer
...vs. Real Architecture
Taking the metaphor literally: UML as Blueprint
The problem with that
An alternative view: Software Designer as Urban Planner
The freedom of software: malleable architecture
Software Design: How the city works
The Art of Defining Boundaries
Why you want boundaries
Metrics for Architecture
What we've done
What's to come
Coupling and the Cache
Resources: Load vs Stream
Immediate mode vs. Retained mode
Is Immediate Mode/Retained Mode like IoC (inversion of control) / Dependency Injection [n.b. No it's not -ed]
Is it okay that we're using a fixed time step when users might not make 30fps?
Game won't run at a fixed timestep: we'll take in t as a param
Are you going to work with Virtual File Systems to store resources?
On rendering while updating: What about when the render of something at the top of update() would've changed if we'd known about something that's at the bottom?
Update dependencies are a general problem that should be solved by the architect
What happens when you need to render in a different order than you update?
Explain the variable, demands Naysayer88
How do you handle update/render at different frame rates?
When you say do update/render together, do you mean do it per entity?
Are we planning on networking?
How are you going to handle shaders?
What language are you using primarily? Where can we view old streams?
Would a memory mapped virtual filesystem be a bad move?
Will handmade use loading or streaming?
Can you go over how streaming fits in to the GUAR?
Will combining update and render limit multithreading?
Treatise on threading
Since the eye can only see at 70fps [citation needed -ed], should we set a max fps?
How will we handle vsync?
Couldn't you store groups together to win some on a split update / render?
Async job system?
Whennn willl youuu worrrkkk onnn theee gammmeeee?!?!?!?!?!11!!
Will we make a physics engine?
Is it okay to post a js/html5 port on my github?
Thanks / Next time on... / Holiday Hours