is presently its sole maintainer,
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Recap and set the stage for the day
Debugger: Step into OpenGLRenderCommands() and inspect the Header
handmade_render_group.cpp: Make PushRenderElement_() correctly compute the Entry->Offset
Run the game and see how we're doing
handmade_world_mode.cpp: Make AddStandardRoom() only generate one room, run the game and again assess our situation
handmade_render_group.cpp: Ensure that PushRenderElement_() is correctly setting the Offset
Run the game and see our baseline
handmade_render_group.cpp: Tweak how BeginAggregateSortKey() and EndAggregateSortKey() work
handmade_world_mode.cpp: Revert AddPlayer() to pushing the player sprites in logical order
Run the game and identify that the head can still be sorted incorrectly when we have a cycle
handmade_world_mode.cpp: Make AddStandardRoom() generate multiple rooms
Run the game and find that we're now not getting those blinking tree bugs
Run the game and consult the profiler
build.bat: Switch to -O2, run the game and again consult the profiler
Run the game and demo the problem with alpha blending
handmade_entity.cpp: Make UpdateAndRenderEntities() draw the traversables in red
Run the game and demo the alpha blending problem
handmade_entity.cpp: Make UpdateAndRenderEntities() draw the traversables half as wide as normal
Run the game and most clearly demo the alpha blending problem
handmade_render.cpp: Consider introducing the notion of a coherent block for SortEntries() to use
Run the game and toggle between the software and hardware renderers
Blackboard: Multiple Render Targets
handmade_render.cpp: Make SoftwareRenderCommands() take a TempArena, take a renamed FinalOutputTarget and reserve a second OutputTarget
"Oh, we VirtualAlloc'd that. Wow, aren't we fancy!" (!quote 511)
handmade_render.cpp: Make SoftwareRenderCommands() pass to PushSize() a call to AlignNoClear(16) in order to align it to 16-byte boundaries
Run the game and see nothing on the screen
handmade_render.cpp: Make SoftwareRenderCommands() copy the pixels from the OutputTarget in the FinalOutputTarget
Run the game and see that we've made our renderer slower
Blackboard: What SoftwareRenderCommands() is now doing
handmade_render.cpp: Consider enabling SoftwareRenderCommands() to render to multiple render targets
handmade_render_group.h: Add a RenderTargetIndex to the render_entry_cliprect struct
handmade_render_group.cpp: Make PushClipRect() take a RenderTargetIndex in order that it can specify the RenderTarget to which it wants to render
handmade_debug.h: Add RenderTarget to the debug_state struct
handmade_render_group.cpp: Make PushClipRect() set RenderTargetIndex
handmade_platform.h: Add MaxRenderTargetIndex to the game_render_commands struct
handmade_render.cpp: Make SoftwareRenderCommands() clone the render buffers based on that RenderTargetCount
handmade_render.h: Change OutputTarget to be a RenderTargets array in the tile_render_work struct
handmade_render.cpp: Make RenderCommandsToBitmap() take a RenderTargets array
handmade_debug.cpp: Make DEBUGBegin set the RenderTarget to 1
Run the game and watch the debug information disappear into that other RenderTarget
popcorn Q: Next week?
necktrox Q: A bit unrelated to the project, but what do you think about the Rust language?
billdstrong Q: So when do we think we will be ready for the new graphics assets? I'm excited
sn0uk Q: Can you explain what this game is?
Miblo Q: Is writing to that other currently invisible render target much / any less computationally expensive than also sending it to the display?
soysaucethekid Q: With multiple rendering targets, are there other effects you can do other than the alpha blending?
necktrox Q: Are you going to support shaders and, if so, will you try to support multiple render targets in the shaders?
pandnh4 Q: Are you excited to get an AArch64 toolchain up and running to get this thing to run on a Raspberry Pi 3?
lord_marshall_ Q: Are you still working full time? Why only stream one hour a night?
se24vad Q: How would you go about rendering huge tilemaps? Some batching techniques, or any tips?
billdstrong Q: Would that be a good technique to use to create an overhead map?
insobot Soa and aos questions can be made with as minimal interference in timing the host operating