Handmade Hero»Episode Guide
Cleaning Up Data Block Display
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1:02Launch the code, build the game, recap and set the stage for the day
1:02Launch the code, build the game, recap and set the stage for the day
1:02Launch the code, build the game, recap and set the stage for the day
2:39handmade_debug_interface.h: Reacquaint ourselves with the debug system
2:39handmade_debug_interface.h: Reacquaint ourselves with the debug system
2:39handmade_debug_interface.h: Reacquaint ourselves with the debug system
6:21"We set ourselves up for success"α
6:21"We set ourselves up for success"α
6:21"We set ourselves up for success"α
6:40handmade_debug_interface.h and handmade_debug.cpp: Prune irrelevant stuff
6:40handmade_debug_interface.h and handmade_debug.cpp: Prune irrelevant stuff
6:40handmade_debug_interface.h and handmade_debug.cpp: Prune irrelevant stuff
8:154coder: Demo some editing movements / commands and promote 4coder's power
8:154coder: Demo some editing movements / commands and promote 4coder's power
8:154coder: Demo some editing movements / commands and promote 4coder's power
9:44handmade_debug.cpp: Note how GetOrCreateDebugViewFor gives us a way to lookup the debug view for a given ID
9:44handmade_debug.cpp: Note how GetOrCreateDebugViewFor gives us a way to lookup the debug view for a given ID
9:44handmade_debug.cpp: Note how GetOrCreateDebugViewFor gives us a way to lookup the debug view for a given ID
10:30Consider ways to develop the debug system
10:30Consider ways to develop the debug system
10:30Consider ways to develop the debug system
21:37handmade_debug.cpp: Reorder functions and consider how the system currently works
21:37handmade_debug.cpp: Reorder functions and consider how the system currently works
21:37handmade_debug.cpp: Reorder functions and consider how the system currently works
24:19Run the game and look at the debug visualisation
24:19Run the game and look at the debug visualisation
24:19Run the game and look at the debug visualisation
26:20Debugger: Step into CollateDebugRecords, inspect the Event data and walk through what the system is doing
26:20Debugger: Step into CollateDebugRecords, inspect the Event data and walk through what the system is doing
26:20Debugger: Step into CollateDebugRecords, inspect the Event data and walk through what the system is doing
33:31Propose cleaning up the way we build and store these debug events
33:31Propose cleaning up the way we build and store these debug events
33:31Propose cleaning up the way we build and store these debug events
38:39Consider no longer storing data blocks as data blocks, but making it part of a standing structure
38:39Consider no longer storing data blocks as data blocks, but making it part of a standing structure
38:39Consider no longer storing data blocks as data blocks, but making it part of a standing structure
43:37handmade_debug.cpp: Prevent the OpenDataBlock and CloseDataBlock from getting printed and increment events
43:37handmade_debug.cpp: Prevent the OpenDataBlock and CloseDataBlock from getting printed and increment events
43:37handmade_debug.cpp: Prevent the OpenDataBlock and CloseDataBlock from getting printed and increment events
47:37Run the game and see our hierarchical debug view
47:37Run the game and see our hierarchical debug view
47:37Run the game and see our hierarchical debug view
48:18handmade_debug.cpp: Make the debug view collapsible
48:18handmade_debug.cpp: Make the debug view collapsible
48:18handmade_debug.cpp: Make the debug view collapsible
56:11Run the game and try out our newly collapsible debug view
56:11Run the game and try out our newly collapsible debug view
56:11Run the game and try out our newly collapsible debug view
58:29handmade_debug.cpp: Truncate the event name in DEBUGEventToText
58:29handmade_debug.cpp: Truncate the event name in DEBUGEventToText
58:29handmade_debug.cpp: Truncate the event name in DEBUGEventToText
1:00:57Run the game and see our partially truncated event names
1:00:57Run the game and see our partially truncated event names
1:00:57Run the game and see our partially truncated event names
1:01:34handmade_debug.cpp: Check for Flags & DEBUGVarToText_AddValue and add an AddValue flag to handmade_debug.h
1:01:34handmade_debug.cpp: Check for Flags & DEBUGVarToText_AddValue and add an AddValue flag to handmade_debug.h
1:01:34handmade_debug.cpp: Check for Flags & DEBUGVarToText_AddValue and add an AddValue flag to handmade_debug.h
1:03:06Run the game and see our fully truncated event names
1:03:06Run the game and see our fully truncated event names
1:03:06Run the game and see our fully truncated event names
1:03:16handmade.cpp: Stuff all of our control variables under #if HANDMADE_INTERNAL from handmade_config.h
1:03:16handmade.cpp: Stuff all of our control variables under #if HANDMADE_INTERNAL from handmade_config.h
1:03:16handmade.cpp: Stuff all of our control variables under #if HANDMADE_INTERNAL from handmade_config.h
1:05:47Run the game and see all of our values in the debug view
1:05:47Run the game and see all of our values in the debug view
1:05:47Run the game and see all of our values in the debug view
1:07:08Q&A
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1:07:08Q&A
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1:07:08Q&A
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1:07:33Hotspur_ The "Per Frame arena space remaining" debug counter is always going down! Is this okay?
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1:07:33Hotspur_ The "Per Frame arena space remaining" debug counter is always going down! Is this okay?
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1:07:33Hotspur_ The "Per Frame arena space remaining" debug counter is always going down! Is this okay?
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1:08:08Garryjohanson You mentioned a book that introduces relational databases. I lost the link1
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1:08:08Garryjohanson You mentioned a book that introduces relational databases. I lost the link1
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1:08:08Garryjohanson You mentioned a book that introduces relational databases. I lost the link1
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1:08:34Fyoucon Will you re-implement the profiler?
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1:08:34Fyoucon Will you re-implement the profiler?
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1:08:34Fyoucon Will you re-implement the profiler?
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1:10:46dino27_1988 Casey, how do you easily implement the standard output without using the iostream library?
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1:10:46dino27_1988 Casey, how do you easily implement the standard output without using the iostream library?
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1:10:46dino27_1988 Casey, how do you easily implement the standard output without using the iostream library?
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1:11:32DudeInBasement1 Which do you prefer and why? #if #ifdef #if defined()?
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1:11:32DudeInBasement1 Which do you prefer and why? #if #ifdef #if defined()?
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1:11:32DudeInBasement1 Which do you prefer and why? #if #ifdef #if defined()?
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1:12:29dino27_1988 Can you tell me the version of what you just said, but for Linux (and not Windows)? I'm on Arch
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1:12:29dino27_1988 Can you tell me the version of what you just said, but for Linux (and not Windows)? I'm on Arch
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1:12:29dino27_1988 Can you tell me the version of what you just said, but for Linux (and not Windows)? I'm on Arch
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1:14:21erdomina In terms of interaction with the debug settings, what do you have in mind for modifying the values? Switches or sliders?
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1:14:21erdomina In terms of interaction with the debug settings, what do you have in mind for modifying the values? Switches or sliders?
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1:14:21erdomina In terms of interaction with the debug settings, what do you have in mind for modifying the values? Switches or sliders?
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1:14:48trueblue32 What does a for each loop do?
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1:14:48trueblue32 What does a for each loop do?
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1:14:48trueblue32 What does a for each loop do?
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1:16:15AdiAdiABXze Not related to today's topic: when do you think you will be designing your game instead of writing the engine?
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1:16:15AdiAdiABXze Not related to today's topic: when do you think you will be designing your game instead of writing the engine?
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1:16:15AdiAdiABXze Not related to today's topic: when do you think you will be designing your game instead of writing the engine?
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1:17:13trueblue32 What language do you think is best for programming games?
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1:17:13trueblue32 What language do you think is best for programming games?
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1:17:13trueblue32 What language do you think is best for programming games?
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1:18:44ezysigh The handles are just int ids numbered from 0, which map to per-process fd-table in kernel space
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1:18:44ezysigh The handles are just int ids numbered from 0, which map to per-process fd-table in kernel space
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1:18:44ezysigh The handles are just int ids numbered from 0, which map to per-process fd-table in kernel space
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1:19:11dino27_1988 Will you consider using Jon's language soon? Even just for trying stuff?
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1:19:11dino27_1988 Will you consider using Jon's language soon? Even just for trying stuff?
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1:19:11dino27_1988 Will you consider using Jon's language soon? Even just for trying stuff?
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1:19:34Close down, thank you
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1:19:34Close down, thank you
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1:19:34Close down, thank you
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