is presently its sole maintainer,
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Recap and set the stage for the day
handmade_debug.h: Introduce debug_variable_reference
handmade_debug_variables.h: Introduce DEBUGAddUnreferencedVariable
handmade_debug.h: Add debug_variable *Var to debug_variable_reference
handmade_debug_variables.h: Introduce DEBUGAddVariableReference
handmade_debug_variables.h: Clean up compile errors
handmade_debug.cpp: Propagate Ref out
Compile and see that it still works
handmade_debug_variables.h: Try adding a UseDebugCamRef into two different groups
Run the game and see UseDebugCam in two groups
handmade_debug.cpp: Implement the ability to have more than one debug_variable_hierarchy
handmade_debug.cpp: Introduce AddHierarchy
handmade_debug.cpp: Write the Hierarchy doubly-linked list
Debugger: Step in to AddHierarchy
handmade_debug.cpp: Call AddHierarchy in the correct place
Run the game and find things in better shape
handmade_debug.cpp: Implement the ability to tear items off the menu
handmade_debug.cpp: Implement DebugInteraction_TearValue
handmade_debug.variables.h: Introduce DEBUGAddRootGroup
handmade_debug.cpp: Call DEBUGAddRootGroup
handmade_debug_variables.h: Make DEBUGAddVariableReference take debug_variable *Group
handmade_debug.cpp: Call DEBUGAddVariableReference
handmade_debug_variables.h: Make DEBUGAddRootGroup add a debug_variable_reference
handmade_debug_variables.h: Introduce a new DEBUGAddRootGroup and rename the original to DEBUGAddRootGroupInternal
Run the game and test out our new tearing ability
handmade_debug.cpp and handmade_debug.h: Introduce DebugInteraction_MoveHierarchy
handmade_debug.cpp: Draw a MoveBox for each Hierarchy
handmade_debug.cpp: Implement the ability to move that Hierarchy
handmade_debug.h: Add debug_hierarchy *NextHotHierarchy to debug_state
Debugger: Step in to DraggingHierarchy
handmade_debug.cpp: Clear NextHotHierarchy
handmade_debug.cpp: Introduce DEBUGTextLine to display when we are interacting
handmade_debug.cpp: Make the check be on HotInteraction
Run the game and try that again
handmade_debug.cpp: Move Assert(Var)
Run the game and check out our tearing and moving abilities
Connor_Rentz Q: No questions
elxenoaizd Q: You mentioned that encapsulation is good but not in the OOP way. Could you elaborate then in which way you mean?
insofaras Q: Are the menu items spaced evenly vertically? Looks a bit odd to me
handmade_debug.cpp: Use LineAdvance to space the lines
adamantoise17 Q: Why is there so much lag / latency when dragging the hierarchies around? Or is that just Twitch streaming artifacts?
blah238 Q: Are the different tear-offs intended to have identical hierarchies or is the intention that you drill down into different things without all the tear-offs being affected?
APlethora Q: I noticed you use the internal keyword. I haven't seen it before. What is its purpose?
theGeekPirate Q: I apologize since I came in late, but out of curiosity, what was the tolerance (in pixels) you used for dragging out a subsection?
mojo123X Q: You mentioned that for linked lists at work you use metaprogramming. What did you mean?
Outcastedbird Q: I missed 90% of the stream, so I missed a ton. I just want to ask what are some tips for people who want to get into designing games? Dos and Don'ts and simple things that are worthwhile
APlethora Q: Does anyone know if there is plans in the future to add other platform support to this project?
elxenoaizd Q: Have you ever written anything for the PS1? (I think Jeff mentioned he used to do some stuff in a J&C episode?)
blah238 Q: Have you ever played any of the Space Quest games? The music for the video on the Handmade Hero site reminds me of it a lot
MartinCohen Q: Do you plan doing something with the character spacing in the text renderer?
Angrycrow Q: Is 'sentinel' a design pattern that will help with making the torn instances of the UI independent, or is that terminology that you've gained in years of tool development? Now that I understand what you meant by 'tearing' the interface, it seems really useful for isolating instances of hierarchies
Longboolean Q: Not a huge deal, but the labels no longer show if clicking them will expand or minimize them. Also at a glance it is not clear what is a category and what is a var
plain_flavored Q: Which game console had the worst SDK?
Wrap it up