is presently its sole maintainer,
You can support him:
Promote Handmade.Network's new "Submit a Project" functionality [see Resources, Handmade.Network, Project List]
Determine to fully finish the CLANG compatibility
handmade_debug_interface.h: Cast the __FUNCTION__ to a char * in the TIMED_FUNCTION() macro, and close the issue
A few words on compiler differences
On engine programming and the licensing of the code
Blackboard: 3D Update
Blackboard: On the distastefulness of 2D regarding sorting and perspective
Blackboard: Call the 2D renderer a failed experiment
Run the game to take a look at what we've already got
Blackboard: Surgery and engaging more with the 3D API, including shaders
Blackboard: Sorting and overdraw
Blackboard: On how sorting primitives becomes problematic
Blackboard: Z-buffer or "Depth" buffer
Blackboard: On the screen being a buffer to which we write RGBA values
Blackboard: Augmenting the pixel data to include depth and stencil values
Blackboard: Old Pixel Fill, Take #1
Blackboard: Old Pixel Fill, Take #2
Blackboard: New Pixel Fill, with the augmented pixel data
Blackboard: "Pass" Comparisons before Blend
Blackboard: Per-pixel sorting and order independence
Blackboard: Caveat Emperor: Blend is not order independent for transparency
Blackboard: Changing the blend equation to be order independent
Blackboard: Framebuffer Atomics and Per-pixel Sorting
Blackboard: Partitioning opaque and transparent objects
Blackboard: Overdraw Still Matters!
Blackboard: Z Prepass
Blackboard: On the potential wasteage of GPU wide operations
desuused Q: Is it possible to use dithering (and possibly post-processing and super-resolution) for order independent transparency?
Blackboard: Screen door effect
wasenabled Q: Per-pixel sorting on the graphics card. What, if any, software control is available via shaders, or is this just a hardware optimization that some graphics cards do behind the scenes to handle the opacity issue without a pre-filtered Z-buffer?
Blackboard: The point of atomics
anonymous519 Q: What do you think of frame buffering like Vulkan's mailbox present mode to decouple the game update rate from the display device's refresh rate? You can render as many frames as you want, but only the most recently rendered frame is swapped in on vertical retrace
zilarrezko Q: Is it valid to render to sub-buffers and then render those sub-buffers to the back buffer so as to be able to render more than one sub-buffer at a time?
nacre314 Q: Do you feel you're still on the path to finishing the game in 600-ish episodes?
dudeinbasement1 Q: Do you find the weekends go by faster with streaming on them? And you have more time for 1935?
anonymous519 Q: What if I want my game to be deterministic, or what if my game does physics calculations and I need to update at a fixed rate for stability. Different people have different monitors with different refresh rates. Most people seem to then interpolate but this adds latency. Isn't mailboxing the better approach in this situation?
zilarrezko Q: Skip this if you'd like / explained it already: Could you explain Z-fighting and solving it as a problem?
Wrap it up