Handmade Hero»Episode Guide
Asset Streaming
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1:26Recap
1:26Recap
1:26Recap
1:55Hidden stall: Asset loading
1:55Hidden stall: Asset loading
1:55Hidden stall: Asset loading
4:35Considerations for asset loading
4:35Considerations for asset loading
4:35Considerations for asset loading
7:13Types of assets
7:13Types of assets
7:13Types of assets
12:00Moving out assets into a single place
12:00Moving out assets into a single place
12:00Moving out assets into a single place
14:10Breaking up asset types
14:10Breaking up asset types
14:10Breaking up asset types
15:40Problems: data must be available, direct reference
15:40Problems: data must be available, direct reference
15:40Problems: data must be available, direct reference
17:28Pulling out static bitmaps with IDs
17:28Pulling out static bitmaps with IDs
17:28Pulling out static bitmaps with IDs
22:20Stopgap for other asset types
22:20Stopgap for other asset types
22:20Stopgap for other asset types
23:43Extending PushBitmap to take an ID
23:43Extending PushBitmap to take an ID
23:43Extending PushBitmap to take an ID
30:25Removing a failure case
30:25Removing a failure case
30:25Removing a failure case
33:13Allocating space for the bitmaps
33:13Allocating space for the bitmaps
33:13Allocating space for the bitmaps
40:10Deferred asset loading
40:10Deferred asset loading
40:10Deferred asset loading
41:35Loading one asset at a time
41:35Loading one asset at a time
41:35Loading one asset at a time
49:32Loading assets on demand
49:32Loading assets on demand
49:32Loading assets on demand
50:22Background loading assets
50:22Background loading assets
50:22Background loading assets
54:22Anticipate mr4thdimention's editor 4coder
54:22Anticipate mr4thdimention's editor 4coder
54:22Anticipate mr4thdimention's editor 4coder
58:31Cleaning up
58:31Cleaning up
58:31Cleaning up
1:00:14We background-load nowα
1:00:14We background-load nowα
1:00:14We background-load nowα
1:01:01Q&A
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1:01:01Q&A
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1:01:01Q&A
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1:01:20robrobby Is it useful when assets can be modified from outside (file on disk overwrite, maybe even in memory) and still work in-game? Is it now supported after an asset is loaded, as I could not see any callback to check if a file is modified, as your glazing speed refactoring was way too fast for me?
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1:01:20robrobby Is it useful when assets can be modified from outside (file on disk overwrite, maybe even in memory) and still work in-game? Is it now supported after an asset is loaded, as I could not see any callback to check if a file is modified, as your glazing speed refactoring was way too fast for me?
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1:01:20robrobby Is it useful when assets can be modified from outside (file on disk overwrite, maybe even in memory) and still work in-game? Is it now supported after an asset is loaded, as I could not see any callback to check if a file is modified, as your glazing speed refactoring was way too fast for me?
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1:02:50robotchocolatedino In load_asset_work, where is the memory for the filenames stored?
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1:02:50robotchocolatedino In load_asset_work, where is the memory for the filenames stored?
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1:02:50robotchocolatedino In load_asset_work, where is the memory for the filenames stored?
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1:04:30robrobby What are the trade-offs to give him more power forcing render pushes out of the rendering queue order?
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1:04:30robrobby What are the trade-offs to give him more power forcing render pushes out of the rendering queue order?
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1:04:30robrobby What are the trade-offs to give him more power forcing render pushes out of the rendering queue order?
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1:04:43abnercoimbre You said we got asset streaming done in an hour, but do we need to do multiple passes on it? If so, why?
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1:04:43abnercoimbre You said we got asset streaming done in an hour, but do we need to do multiple passes on it? If so, why?
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1:04:43abnercoimbre You said we got asset streaming done in an hour, but do we need to do multiple passes on it? If so, why?
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1:06:04ttbjm Where you check if an asset is already loaded or not, if an asset would take a very long time to load, would it check if it's loaded again to try to load the asset again? Not sure if that makes sense
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1:06:04ttbjm Where you check if an asset is already loaded or not, if an asset would take a very long time to load, would it check if it's loaded again to try to load the asset again? Not sure if that makes sense
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1:06:04ttbjm Where you check if an asset is already loaded or not, if an asset would take a very long time to load, would it check if it's loaded again to try to load the asset again? Not sure if that makes sense
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1:08:09emeseles Do you consider terrain an asset too so that it can stream?
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1:08:09emeseles Do you consider terrain an asset too so that it can stream?
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1:08:09emeseles Do you consider terrain an asset too so that it can stream?
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1:08:32constantinopol Why: "if (Task) { work }" versus "if (!Task) return; work"?
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1:08:32constantinopol Why: "if (Task) { work }" versus "if (!Task) return; work"?
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1:08:32constantinopol Why: "if (Task) { work }" versus "if (!Task) return; work"?
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1:09:39robrobby What are the trade-offs to give him (the rendering queue) more power forcing render pushes out of the rendering queue order when it is multi-threaded so the rendering can be controlled more fine-tuned? You where thinking about that in the stream
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1:09:39robrobby What are the trade-offs to give him (the rendering queue) more power forcing render pushes out of the rendering queue order when it is multi-threaded so the rendering can be controlled more fine-tuned? You where thinking about that in the stream
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1:09:39robrobby What are the trade-offs to give him (the rendering queue) more power forcing render pushes out of the rendering queue order when it is multi-threaded so the rendering can be controlled more fine-tuned? You where thinking about that in the stream
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1:11:51emeseles How much of the DirectX / OpenGL typical pipeline are you pre-emptively designing in to your code now?
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1:11:51emeseles How much of the DirectX / OpenGL typical pipeline are you pre-emptively designing in to your code now?
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1:11:51emeseles How much of the DirectX / OpenGL typical pipeline are you pre-emptively designing in to your code now?
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1:12:48emeseles What do you think about Microsoft's _vectorcall as a calling convention for speed?
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1:12:48emeseles What do you think about Microsoft's _vectorcall as a calling convention for speed?
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1:12:48emeseles What do you think about Microsoft's _vectorcall as a calling convention for speed?
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1:15:04cubercaleb Is it possible for the OS to lose track of memory that you ask for?
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1:15:04cubercaleb Is it possible for the OS to lose track of memory that you ask for?
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1:15:04cubercaleb Is it possible for the OS to lose track of memory that you ask for?
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1:15:59bkboggy Could you elaborate on OpenGL and DirectX death?
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1:15:59bkboggy Could you elaborate on OpenGL and DirectX death?
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1:15:59bkboggy Could you elaborate on OpenGL and DirectX death?
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1:17:37coolsebz What would be a good way to expand asset streaming to support increasing level of details? (What I'm thinking of is loading a smaller version of the asset first and then the bigger size resources)
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1:17:37coolsebz What would be a good way to expand asset streaming to support increasing level of details? (What I'm thinking of is loading a smaller version of the asset first and then the bigger size resources)
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1:17:37coolsebz What would be a good way to expand asset streaming to support increasing level of details? (What I'm thinking of is loading a smaller version of the asset first and then the bigger size resources)
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1:19:24dontrunaway2 I recently started from the beginning of the series (on 13 atm). Do you suggest watching all of the Q&As or just going episode -> episode?
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1:19:24dontrunaway2 I recently started from the beginning of the series (on 13 atm). Do you suggest watching all of the Q&As or just going episode -> episode?
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1:19:24dontrunaway2 I recently started from the beginning of the series (on 13 atm). Do you suggest watching all of the Q&As or just going episode -> episode?
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1:20:38emeseles How infuriating is it to deal with massive asset pipelines dealing with dozens of pieces of software on a large AAA project?
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1:20:38emeseles How infuriating is it to deal with massive asset pipelines dealing with dozens of pieces of software on a large AAA project?
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1:20:38emeseles How infuriating is it to deal with massive asset pipelines dealing with dozens of pieces of software on a large AAA project?
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1:22:48Call it a day
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1:22:48Call it a day
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1:22:48Call it a day
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