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Recap and set the stage for the day
handmade_opengl.cpp: Consider making this whole file platform independent
handmade_platform.h: Consider moving platform_opengl_display_bitmap and platform_opengl_render_commands in from handmade_opengl.cpp
Consider (the downsides of) making all the platform layers include bindings and link the dll with opengl
win32_handmade.cpp: Make Win32DisplayBufferInWindow() call SortEntries(), and consider moving the sorting or the memory arena into the platform specific layer
Create handmade_memory.h and #include it handmade_shared.h
Consider the concept of an overflow memory state
win32_handmade.cpp: Make Win32DisplayBufferInWindow() take a memory_arena and create some temporarary_memory for SortEntries() and LinearizeClipRects() to use
handmade_opengl.cpp: Make OpenGLRenderCommands() call GetSortedIndices()
handmade_render.cpp: Make RenderCommandsToBitmap() call GetSortedIndices()
handmade_platform.h: Introduce game_render_prep struct and make the necessary functions take it
handmade_render.cpp: Introduce PrepForRender()
4coder: Request a mode that automatically creates a boundary in the bottom-right corner
win32_handmade.cpp: Stop WinMain() from dealing with the ClipMemory and make LinearizeClipRects() in handmade_render.cpp do it itself
On the importance of good utility functionality
Create handmade_render.h and stick the sprite structs in there
Run the game and hit the assertion in OpenGLRenderCommands()
handmade_render.cpp: Assert that OutIndex - OutIndexArray == InputNodeCount in WalkSpriteGraph(), and make SortEntries() traverse the nodes and write the indices of them
Run the game and see that all of our stuff is flowing without crashing
handmade_render.cpp: Make RecursiveFromToBack() correctly increment the OutIndex
Run the game and hit the assertion in BuildSpriteGraph()
handmade_render.cpp: Explain how RecursiveFromToBack() is working
handmade_render_group.cpp: Make PushRenderElement_() clear Flags
Run the game, confirm that our sort isn't working and consider how to make it work
insobot Q: Line 31?
roam00010011 Q: Since no on-topic, off-topic: Will the final game be orthographic?
bryanwwag Q: When you're calculating pre-allocated buffer locations with offsets, do you find the pointer bugs that pop up sometimes difficult to track down, or is that kind of a non-issue when you do it often enough?
roam00010011 Q: Which system did you start programming on, way back in the previous millennium? [see Resources, Wikipedia]
soysaucethekid Q: I know there is debug code for how long functions take. Is there any debug code for how much of a memory arena is being used?
Recollections of the Rainbow 100 and Turbo Pascal
roam00010011 Q: Did you program on the Amiga?
pseudonym73 Q: Did it have Word Star key bindings? That's really the test