is presently its sole maintainer,
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Recap and plan for today
We will need to debug the changes from the past episode
Simplifying some of yesterday's code
Finishing the merging of the freed blocks
Modifying AcquireAssetMemory to check if the asset we are loading fits inside the newly freed space
Potential problem of this general-purpose allocator: The linked list could be too long to walk on each allocation
Fixing an error in OpenNextFile: If the platform layer failed to allocate the file handle, that function would fail to report the error
Working with asset files containing Unicode characters
On the importance of not exposing the concept of filenames to the game code
Making the code work properly with Unicode file names
Isolating the game code from the concept of file extensions
kknewkles Q: First rays of Moscow sun bid you Good Evening, Casey. I humbly request to be granted two off-topic questions (maybe near the end?)
blah238 Q: I asked a similar question yesterday, but I guess it wasn't clear. Have you thought about how the asset system could work with 3rd party mods? Say someone wants to make a mod that adds new graphics, sounds and/or game logic. How hard would it be to implement a mod loader, Steam Workshop support, etc?
ttbjm Q: Should there be a way to say if one of the hero assets are loaded then they all should be loaded and not evicted?
cubercaleb Q: Might be off topic, but why exactly do you have typedef'ed functions in the code?
kknewkles Q: Did you see this Nostalgia Critic Wicker Man (Cage in a bear suit) review? www.youtube.com/watch?v=vj_CRnwJTk8
insofaras Q: Can we get a visual display of the loaded / unloaded chunks of asset memory when we do the debug stuff?
echoy0 Q: I would like to hear what your definition of enumeration is, if you will
neitchzehrer Q: Good evening Casey. Does Windows 10 change the coding (if you know)?
ifingerbangedurcat Q: On MergeIfPossible, when you pass the checks and do the merge, you add the size of the header plus the size, but on the line before that you check that the (size + header) matches, but the size should already include the header. Can you explain why that is?
zouchk42 Q: What's the cause of the depth error you get on rendering?
kknewkles Q: You know I'm the biggest fan of the series, but I suspect for complete newbies the current way you construct the game makes little sense. Consider this: you know how to make a game, so you methodically cross over a check-list of components you know by heart (mostly). What would probably be easier and more graphic for larvas to grasp is to make a little functional game(title screen, game loop, game over, start over, etc) and THEN iterate upon it. It's more visual and having a little game that evolves every day little by little keeps the maker motivated, as opposed to a pro that knows what the game should look like in the end
jonks1234 Q: Did you ever play Freelancer?
ciastek3214 Q: Have you seen Kung Pow?
cubercaleb Q: Which version of Visual Studio are you using at work?
kelimion Q: Will that point in time see a new intro trailer with an old motherboard being pulled from the attic, engine booting up and Handmade Hero announcing the completion of the engine, perhaps with a nice sine scroller and particle effects?
breadthofhair Q: Is font rendering around the corner?
plain_flavored Q: How do you render without instantiating a brush object?
manicthenobody Q: Will you be going the easy way and using Bitmap fonts, or will you be implementing TTF?
sharlock93 Q: Do you know anyone by the name of Andre Lamothe?
imbatman314 Q: Are you going to implement distance field font?
powerc9k Q: Is it worthwhile to try to make a game only using pure functions, i.e. no side effects
cubercaleb Q: Will you cover non-mono-spaced fonts and font kerning?
madprocess Q: (Referring to Q at 01:15:11) Functional game: The state is an argument and a new state is returned
sharlock93 Q: How much of the code you have written so far can be ported to 3D easily?
madprocess Q: (Referring to Q at 01:18:53) At least in Haskell, the "pure functional" part is hidden away from the IO stuff via a mathematical concept called "Monads"
manicthenobody Q: What do you think of a graphics system that intentionally simulates Mode 7?