When you checkInput->ExecutableReloaded

Shouldn't there be a ...

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    if(Input->ExecutableReloaded)
    {
        Input->ExecutableReloaded = false;


otherwise wouldn't you be blowing away the ground cache every time through the
render loop after a DLL reload?
Every time main loop iterates, it sets ExecutableReloaded to false. So any time it will be set to true due to DLL reloading, at the start of next iteration it will be again false.

See YouTube video at 46:54:
https://youtu.be/YAaqiKuSmsk?t=2814

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while(GlobalRunning)
{
    NewInput->dtForFrame = TargetSecondsPerFrame;
    NewInput->ExecutableReloaded = false;
                    
    ...
    updateAndRender()
}

Edited by Mārtiņš Možeiko on
Dang it ... quite right ... my bad :(

I should have been more careful when porting the new code into my linux sdl_handmade.cpp