is presently its sole maintainer,
You can support him:
Recap and hit a first-chance exception
Investigate this exception
win32_handmade.cpp: Move DebugCollation above FramerateWait and pass NewInput and &Buffer to DEBUGFrameEnd
handmade.cpp: Remove DEBUGStart and DEBUGEnd
handmade_debug.cpp: Call DEBUGStart and DEBUGEnd in DEBUGGameFrameEnd
handmade.cpp: Introduce DEBUGGetGameAssets to enable the debug system to get the TranState->Assets out
handmade_platform.h: Give DEBUG_GAME_FRAME_END the same call structure as GAME_UPDATE_AND_RENDER
handmade_debug.cpp: Create a DrawBuffer for the debug system
Debugger: Step into DEBUGGetState
handmade_debug.cpp: Paste DEBUGGetState into DEBUGGameFrameEnd
Run the game and find that we're in better shape
handmade.debug.h: Consider getting rid of this header file entirely
handmade.cpp: Add conditional on HANDMADE_INTERNAL to enable us to toggle the debug system
build.bat: Turn off HANDMADE_INTERNAL
handmade_platform.h and win32_handmade.cpp: Add conditionals on HANDMADE_INTERNAL
handmade_platform: Remove HANDMADE_PROFILE in favour of HANDMADE_INTERNAL
Run the game successfully
build.bat: Toggle HANDMADE_INTERNAL and still run successfully
Think about how to proceed
handmade_debug.h: Move the contents of debug_variable_group into debug_variable_reference
handmade_debug.h: Consider splitting the variables up
handmade_debug.h: Rename debug_variable_ structs to debug_tree and debug_tree_entry
handmade_debug.h: Introduce debug_tree_entry_group
handmade_debug.h: Rewrite debug_tree
handmade_debug.h: Introduce debug_tree_entry_window
handmade_debug.h: Introduce debug_tree_entry_type
Recap these changes
handmade_debug.h and handmade_debug_variables.h: Clean up the compile errors
Consider using a caching-centric system
handmade_debug.h and handmade_debug_variables.h: Start to implement a caching-centric system
Pause this temporarily and turn off HANDMADE_INTERNAL
insofaras Q: Now that the amount of debug code is getting larger, will you create a debug debug system to debug the debug code?
Manicthenobody Q: Is this the link you were looking for earlier for MartinCohen? [see Resources]
garryjohanson Q: What do you think about the use of pre-fetch cache instructions? Are they a viable option for general purpose programming to get maximum performance?
Connor_Rentz Q: After the two year period, will we be able to mod the game?
CaptainKraft Q: Does the architecture of your target system have a big effect on how you design your debug system?
Kelimion Q: Would be it an idea to pass build.bat a parameter which you would use to switch optimisation on and off on the different build units? Like IF %1 == opt, do this, otherwise do that
vivek12895 Q: What do you think about "No Man's Sky"? I can't even think about how it works now. Will I get some idea after learning from you?
Connor_Rentz Q: I mean, after you release the source code. Will we be able to create our own bosses, worlds, etc.?
Stiegosaurus Q: Will you be returning to game specific coding soon?
CaptainKraft Q: Could something like a Raspberry Pi or other ARM desktop PC run Handmade Hero well enough, and is that the kind of system where you would want to do the debugging on a separate machine?
Kelimion Q: I meant for usage inside the game, so you could switch optimisation on and off from the debug menu
garryjohanson Q: Do you think it would be totz baller to make a GUI visual language for game scripting like what Unreal has?
Blackboard: Visual Scripting
quartertron Q: Couldn't you collate just the last frame every frame instead of doing all of them in chunks?
Close this down