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0:03Recap and set the stage for the day
0:03Recap and set the stage for the day
0:03Recap and set the stage for the day
1:23Consult and update the issues1
1:23Consult and update the issues1
1:23Consult and update the issues1
4:32Blackboard: Constant Power Panning
4:32Blackboard: Constant Power Panning
4:32Blackboard: Constant Power Panning
7:37handmade_audio.cpp: Double-check how the panning currently works
7:37handmade_audio.cpp: Double-check how the panning currently works
7:37handmade_audio.cpp: Double-check how the panning currently works
12:04Close the "Switch to constant power panning instead of linear panning in audio mixer" issue
12:04Close the "Switch to constant power panning instead of linear panning in audio mixer" issue
12:04Close the "Switch to constant power panning instead of linear panning in audio mixer" issue
12:40handmade_opengl.cpp: Make OpenGLInit() call glTexEnvi()
12:40handmade_opengl.cpp: Make OpenGLInit() call glTexEnvi()
12:40handmade_opengl.cpp: Make OpenGLInit() call glTexEnvi()
14:24Run the game, see that it's fine and close that issue
14:24Run the game, see that it's fine and close that issue
14:24Run the game, see that it's fine and close that issue
14:48Consider the "Improve spinlock efficiency in BeginTicketMutex()" issue2
14:48Consider the "Improve spinlock efficiency in BeginTicketMutex()" issue2
14:48Consider the "Improve spinlock efficiency in BeginTicketMutex()" issue2
17:43Read about the PAUSE instruction in the Intel 64 and IA-32 Architectures Software Developer's Manual3
17:43Read about the PAUSE instruction in the Intel 64 and IA-32 Architectures Software Developer's Manual3
17:43Read about the PAUSE instruction in the Intel 64 and IA-32 Architectures Software Developer's Manual3
23:37handmade_platform.h: Make BeginTicketMutex() call _mm_pause(), run the game and find that its execution hasn't changed
23:37handmade_platform.h: Make BeginTicketMutex() call _mm_pause(), run the game and find that its execution hasn't changed
23:37handmade_platform.h: Make BeginTicketMutex() call _mm_pause(), run the game and find that its execution hasn't changed
24:08Close that issue and consider the other ones4
24:08Close that issue and consider the other ones4
24:08Close that issue and consider the other ones4
26:21handmade_shared.h: Make ReadVarArgUnsignedInteger() promote all smaller types to 32-bit ints
26:21handmade_shared.h: Make ReadVarArgUnsignedInteger() promote all smaller types to 32-bit ints
26:21handmade_shared.h: Make ReadVarArgUnsignedInteger() promote all smaller types to 32-bit ints
29:08Determine to fix the "Clang: Passing va_list as a pointer" issue5
29:08Determine to fix the "Clang: Passing va_list as a pointer" issue5
29:08Determine to fix the "Clang: Passing va_list as a pointer" issue5
31:19handmade_shared.h: Change ReadVarArgUnsignedInteger(), ReadVarArgSignedInteger() and ReadVarArgFloat() into macros
31:19handmade_shared.h: Change ReadVarArgUnsignedInteger(), ReadVarArgSignedInteger() and ReadVarArgFloat() into macros
31:19handmade_shared.h: Change ReadVarArgUnsignedInteger(), ReadVarArgSignedInteger() and ReadVarArgFloat() into macros
35:02Run the game to verify that nothing broke here, and then close this issue
35:02Run the game to verify that nothing broke here, and then close this issue
35:02Run the game to verify that nothing broke here, and then close this issue
35:55handmade_render.h: Introduce GetStandardCameraParams() in order to unify the camera computations
35:55handmade_render.h: Introduce GetStandardCameraParams() in order to unify the camera computations
35:55handmade_render.h: Introduce GetStandardCameraParams() in order to unify the camera computations
40:17Run the game and tweak the camera settings
40:17Run the game and tweak the camera settings
40:17Run the game and tweak the camera settings
43:35Close that issue and endeavour to fix the "Failsafe: If DEBUGGameFrameEnd Pointer fails to load while HANDMADE_INTERNAL=1" issue6
43:35Close that issue and endeavour to fix the "Failsafe: If DEBUGGameFrameEnd Pointer fails to load while HANDMADE_INTERNAL=1" issue6
43:35Close that issue and endeavour to fix the "Failsafe: If DEBUGGameFrameEnd Pointer fails to load while HANDMADE_INTERNAL=1" issue6
47:00win32_handmade.cpp: Make WinMain() call DEBUGSetEventRecording() right after Win32LoadGameCode()
47:00win32_handmade.cpp: Make WinMain() call DEBUGSetEventRecording() right after Win32LoadGameCode()
47:00win32_handmade.cpp: Make WinMain() call DEBUGSetEventRecording() right after Win32LoadGameCode()
47:52Run the game and see how it goes
47:52Run the game and see how it goes
47:52Run the game and see how it goes
48:44win32_handmade.cpp: Make Win32LoadGameCode() set DEBUGFrameEnd
48:44win32_handmade.cpp: Make Win32LoadGameCode() set DEBUGFrameEnd
48:44win32_handmade.cpp: Make Win32LoadGameCode() set DEBUGFrameEnd
49:03Close that issue and request help from clang users to address the final clang compatibility issue
49:03Close that issue and request help from clang users to address the final clang compatibility issue
49:03Close that issue and request help from clang users to address the final clang compatibility issue
50:43Q&A
50:43Q&A
50:43Q&A
51:10telconfig Casey, is there a bug with chunk creation? You added a free list but are not using it?
51:10telconfig Casey, is there a bug with chunk creation? You added a free list but are not using it?
51:10telconfig Casey, is there a bug with chunk creation? You added a free list but are not using it?
52:18mmozeiko When doing copy & pasta you left (f64) cast in wrong place for ternary operator - ((f64)va_arg(ArgList, f64)) : (va_arg(ArgList, f32))
52:18mmozeiko When doing copy & pasta you left (f64) cast in wrong place for ternary operator - ((f64)va_arg(ArgList, f64)) : (va_arg(ArgList, f32))
52:18mmozeiko When doing copy & pasta you left (f64) cast in wrong place for ternary operator - ((f64)va_arg(ArgList, f64)) : (va_arg(ArgList, f32))
52:34handmade_shared.h: Fix ReadVarArgFloat()
52:34handmade_shared.h: Fix ReadVarArgFloat()
52:34handmade_shared.h: Fix ReadVarArgFloat()
52:59internal_static_void When you found yourself unable to write code for something, what would you do to try to find something to do for said project?
52:59internal_static_void When you found yourself unable to write code for something, what would you do to try to find something to do for said project?
52:59internal_static_void When you found yourself unable to write code for something, what would you do to try to find something to do for said project?
58:32braytoba Looking to start a career in programming / computer science. I am currently 16 and in grade 12. Any tips on what I should do? "Also thanks chat for all the help"
58:32braytoba Looking to start a career in programming / computer science. I am currently 16 and in grade 12. Any tips on what I should do? "Also thanks chat for all the help"
58:32braytoba Looking to start a career in programming / computer science. I am currently 16 and in grade 12. Any tips on what I should do? "Also thanks chat for all the help"
59:45longboolean It has been a while since we've seen some of the CTime stats that are being collected. If you have time?
59:45longboolean It has been a while since we've seen some of the CTime stats that are being collected. If you have time?
59:45longboolean It has been a while since we've seen some of the CTime stats that are being collected. If you have time?
1:00:58Consult the CTime stats
1:00:58Consult the CTime stats
1:00:58Consult the CTime stats
1:02:16snoringtortoise What is the current schedule for the stream? It seems that we have been dealing with bugs for a while - sorry I may have missed the explanation if you provided it a little while ago
1:02:16snoringtortoise What is the current schedule for the stream? It seems that we have been dealing with bugs for a while - sorry I may have missed the explanation if you provided it a little while ago
1:02:16snoringtortoise What is the current schedule for the stream? It seems that we have been dealing with bugs for a while - sorry I may have missed the explanation if you provided it a little while ago
1:02:32telconfig When we get the chunk in GetWorldChunk() it seems we always allocate new memory. We never reuse the old chunks after removing them? I assumed you would add the removed chunk to the free list on the world and then reuse these when creating a new chunk rather than allocate more memory using the push struct? But you are currently not using this free list?
1:02:32telconfig When we get the chunk in GetWorldChunk() it seems we always allocate new memory. We never reuse the old chunks after removing them? I assumed you would add the removed chunk to the free list on the world and then reuse these when creating a new chunk rather than allocate more memory using the push struct? But you are currently not using this free list?
1:02:32telconfig When we get the chunk in GetWorldChunk() it seems we always allocate new memory. We never reuse the old chunks after removing them? I assumed you would add the removed chunk to the free list on the world and then reuse these when creating a new chunk rather than allocate more memory using the push struct? But you are currently not using this free list?
1:04:31handmade_world.cpp: Enable GetWorldChunk() to recycle old chunks
1:04:31handmade_world.cpp: Enable GetWorldChunk() to recycle old chunks
1:04:31handmade_world.cpp: Enable GetWorldChunk() to recycle old chunks
1:06:31Run the game
1:06:31Run the game
1:06:31Run the game
1:06:55uplinkcoder What makes a bad programmer in your opinion?
1:06:55uplinkcoder What makes a bad programmer in your opinion?
1:06:55uplinkcoder What makes a bad programmer in your opinion?
1:07:28internal_static_void About your build.bat file, why do you disable exceptions and warnings?
1:07:28internal_static_void About your build.bat file, why do you disable exceptions and warnings?
1:07:28internal_static_void About your build.bat file, why do you disable exceptions and warnings?
1:08:08Miblo A related thing mentioned in a creative writing course I did was to "postpone perfection"
1:08:08Miblo A related thing mentioned in a creative writing course I did was to "postpone perfection"
1:08:08Miblo A related thing mentioned in a creative writing course I did was to "postpone perfection"
1:09:44Wind it down
1:09:44Wind it down
1:09:44Wind it down