is presently its sole maintainer,
You can support him:
Welcome / Recap
Scrolling for Free
Preview of Coming Attractions: Math Functions
Looking at floorf
Optimization flags: letting the compiler do it for you
Math utility layer
Trig/Vector Math Looms
Coordinate Systems: Why we want them
Screen coordinates vs All Math Ever
Defining size in pixels and meters
TODO: Packing our tilemap indexes
TODO: Resolution-independent tile-relative position
Will we be making a map editor?
What were you talking about in terms of fast floor?
Do enough people have SSE4? (n.b. steam hardware survey: ~77% have SSE4, ~99.8% SSE3)
Can you not store anything and just regenerate everything from seed?
Suggestions for speeding up floor (/fp:fast)
Why do you do 'Result = foo(); return Result;'?
Is it a good idea to be drilling down into intrinsics this early on?
Is tile-relative for the real32 coordinates better than tilepage-relative?
Why not just store location in world coordinates and div/mod to get tile info?
Could our sparseness let us better use the top 28 bits of the tilepage index?
Do you know of the intel intrinsics guide?
Why is all our game-specific work so far in handmade.cpp?
Are we going to move the origin to the bottom left?
Will you be able to find ARM equivalents to your intel-specific instructions?
How are we going to deal with different types of tiles?
Week Roadmap / Outro