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00:00:21Recap and plan for today
00:00:21Recap and plan for today
00:00:21Recap and plan for today
00:01:46We will need to debug the changes from the past episode
00:01:46We will need to debug the changes from the past episode
00:01:46We will need to debug the changes from the past episode
00:03:41Simplifying some of yesterday's code
00:03:41Simplifying some of yesterday's code
00:03:41Simplifying some of yesterday's code
00:07:34Finishing the merging of the freed blocks
00:07:34Finishing the merging of the freed blocks
00:07:34Finishing the merging of the freed blocks
00:10:14Implementing MergeIfPossible
00:10:14Implementing MergeIfPossible
00:10:14Implementing MergeIfPossible
00:16:01Modifying AcquireAssetMemory to check if the asset we are loading fits inside the newly freed space
00:16:01Modifying AcquireAssetMemory to check if the asset we are loading fits inside the newly freed space
00:16:01Modifying AcquireAssetMemory to check if the asset we are loading fits inside the newly freed space
00:16:47We're good!
00:16:47We're good!
00:16:47We're good!
00:19:16Potential problem of this general-purpose allocator: The linked list could be too long to walk on each allocation
00:19:16Potential problem of this general-purpose allocator: The linked list could be too long to walk on each allocation
00:19:16Potential problem of this general-purpose allocator: The linked list could be too long to walk on each allocation
00:25:33Fixing an error in OpenNextFile: If the platform layer failed to allocate the file handle, that function would fail to report the error
00:25:33Fixing an error in OpenNextFile: If the platform layer failed to allocate the file handle, that function would fail to report the error
00:25:33Fixing an error in OpenNextFile: If the platform layer failed to allocate the file handle, that function would fail to report the error
00:35:48Working with asset files containing Unicode characters
00:35:48Working with asset files containing Unicode characters
00:35:48Working with asset files containing Unicode characters
00:38:01On the importance of not exposing the concept of filenames to the game code
00:38:01On the importance of not exposing the concept of filenames to the game code
00:38:01On the importance of not exposing the concept of filenames to the game code
00:40:26Making the code work properly with Unicode file names
00:40:26Making the code work properly with Unicode file names
00:40:26Making the code work properly with Unicode file names
00:42:28wchar_t
00:42:28wchar_t
00:42:28wchar_t
00:47:41Isolating the game code from the concept of file extensions
00:47:41Isolating the game code from the concept of file extensions
00:47:41Isolating the game code from the concept of file extensions
00:53:04Q&A
00:53:04Q&A
00:53:04Q&A
00:53:26kknewkles First rays of Moscow sun bid you Good Evening, Casey. I humbly request to be granted two off-topic questions (maybe near the end?)
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00:53:26kknewkles First rays of Moscow sun bid you Good Evening, Casey. I humbly request to be granted two off-topic questions (maybe near the end?)
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00:53:26kknewkles First rays of Moscow sun bid you Good Evening, Casey. I humbly request to be granted two off-topic questions (maybe near the end?)
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00:53:55blah238 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?
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00:53:55blah238 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?
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00:53:55blah238 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?
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00:55:23ttbjm Should there be a way to say if one of the hero assets are loaded then they all should be loaded and not evicted?
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00:55:23ttbjm Should there be a way to say if one of the hero assets are loaded then they all should be loaded and not evicted?
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00:55:23ttbjm Should there be a way to say if one of the hero assets are loaded then they all should be loaded and not evicted?
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00:56:30cubercaleb Might be off topic, but why exactly do you have typedef'ed functions in the code?
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00:56:30cubercaleb Might be off topic, but why exactly do you have typedef'ed functions in the code?
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00:56:30cubercaleb Might be off topic, but why exactly do you have typedef'ed functions in the code?
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00:57:38kknewkles Did you see this Nostalgia Critic Wicker Man (Cage in a bear suit) review? www.youtube.com/watch?v=vj_CRnwJTk8
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00:57:38kknewkles Did you see this Nostalgia Critic Wicker Man (Cage in a bear suit) review? www.youtube.com/watch?v=vj_CRnwJTk8
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00:57:38kknewkles Did you see this Nostalgia Critic Wicker Man (Cage in a bear suit) review? www.youtube.com/watch?v=vj_CRnwJTk8
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00:57:54insofaras Can we get a visual display of the loaded / unloaded chunks of asset memory when we do the debug stuff?
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00:57:54insofaras Can we get a visual display of the loaded / unloaded chunks of asset memory when we do the debug stuff?
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00:57:54insofaras Can we get a visual display of the loaded / unloaded chunks of asset memory when we do the debug stuff?
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00:58:10echoy0 I would like to hear what your definition of enumeration is, if you will
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00:58:10echoy0 I would like to hear what your definition of enumeration is, if you will
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00:58:10echoy0 I would like to hear what your definition of enumeration is, if you will
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00:58:44neitchzehrer Good evening Casey. Does Windows 10 change the coding (if you know)?
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00:58:44neitchzehrer Good evening Casey. Does Windows 10 change the coding (if you know)?
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00:58:44neitchzehrer Good evening Casey. Does Windows 10 change the coding (if you know)?
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00:59:32ifingerbangedurcat 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?
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00:59:32ifingerbangedurcat 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?
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00:59:32ifingerbangedurcat 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?
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01:03:16zouchk42 What's the cause of the depth error you get on rendering?
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01:03:16zouchk42 What's the cause of the depth error you get on rendering?
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01:03:16zouchk42 What's the cause of the depth error you get on rendering?
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01:03:46kknewkles 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
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01:03:46kknewkles 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
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01:03:46kknewkles 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
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01:07:34jonks1234 Did you ever play Freelancer?
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01:07:34jonks1234 Did you ever play Freelancer?
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01:07:34jonks1234 Did you ever play Freelancer?
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01:08:01ciastek3214 Have you seen Kung Pow?
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01:08:01ciastek3214 Have you seen Kung Pow?
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01:08:01ciastek3214 Have you seen Kung Pow?
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01:08:33cubercaleb Which version of Visual Studio are you using at work?
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01:08:33cubercaleb Which version of Visual Studio are you using at work?
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01:08:33cubercaleb Which version of Visual Studio are you using at work?
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01:09:00kelimion 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?
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01:09:00kelimion 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?
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01:09:00kelimion 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?
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01:09:26breadthofhair Is font rendering around the corner?
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01:09:26breadthofhair Is font rendering around the corner?
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01:09:26breadthofhair Is font rendering around the corner?
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01:09:51plain_flavored How do you render without instantiating a brush object?
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01:09:51plain_flavored How do you render without instantiating a brush object?
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01:09:51plain_flavored How do you render without instantiating a brush object?
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01:11:00manicthenobody Will you be going the easy way and using Bitmap fonts, or will you be implementing TTF?
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01:11:00manicthenobody Will you be going the easy way and using Bitmap fonts, or will you be implementing TTF?
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01:11:00manicthenobody Will you be going the easy way and using Bitmap fonts, or will you be implementing TTF?
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01:12:08sharlock93 Do you know anyone by the name of Andre Lamothe?
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01:12:08sharlock93 Do you know anyone by the name of Andre Lamothe?
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01:12:08sharlock93 Do you know anyone by the name of Andre Lamothe?
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01:12:39imbatman314 Are you going to implement distance field font?
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01:12:39imbatman314 Are you going to implement distance field font?
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01:12:39imbatman314 Are you going to implement distance field font?
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01:15:11powerc9k Is it worthwhile to try to make a game only using pure functions, i.e. no side effects
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01:15:11powerc9k Is it worthwhile to try to make a game only using pure functions, i.e. no side effects
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01:15:11powerc9k Is it worthwhile to try to make a game only using pure functions, i.e. no side effects
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01:17:13cubercaleb Will you cover non-mono-spaced fonts and font kerning?
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01:17:13cubercaleb Will you cover non-mono-spaced fonts and font kerning?
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01:17:13cubercaleb Will you cover non-mono-spaced fonts and font kerning?
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01:18:53madprocess (Referring to Q at 01:15:11) Functional game: The state is an argument and a new state is returned
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01:18:53madprocess (Referring to Q at 01:15:11) Functional game: The state is an argument and a new state is returned
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01:18:53madprocess (Referring to Q at 01:15:11) Functional game: The state is an argument and a new state is returned
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01:21:45sharlock93 How much of the code you have written so far can be ported to 3D easily?
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01:21:45sharlock93 How much of the code you have written so far can be ported to 3D easily?
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01:21:45sharlock93 How much of the code you have written so far can be ported to 3D easily?
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01:22:29madprocess (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"
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01:22:29madprocess (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"
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01:22:29madprocess (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"
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01:23:57manicthenobody What do you think of a graphics system that intentionally simulates Mode 7?
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01:23:57manicthenobody What do you think of a graphics system that intentionally simulates Mode 7?
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01:23:57manicthenobody What do you think of a graphics system that intentionally simulates Mode 7?
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