Thanks! I’ll take a look at the fix in day 126.
It's another months and consequently it's time for a new incremental 0.7 release.Additions Unlike …
It seems that this was fixed in day 126.
In day 124 the work queue looks like that shouldn't we prevent an out of bond access to the WorkQu…
Be aware that DirectSounds code in HH changed multiple times. If you get some issue, check episode…
You're more likely to get an answer on the discord server. Also if you're OK with the code not bei…
Necromancing this thread a bit, but have anyone encountered the sound hiccups in win11 that do not…
You'd probably get a faster reply if you ask your questions on the handmade discord in the remedyb…
Found another error. In those tests, I always assumed p0 is at 0 and p1 is at 1. In my use case it…
It seems almost all code editors support DAP. I'm currently trying Kate. It also supports the debu…
The official page for the X-Ray Jam is now online! Check it out, invite your friends, and join us …
Typically Windows applications process WM_PAINT message in their window proc callback - there you …
I'm currently learning to build game dev tools (specifically, a 2D level editor). I initially plan…
After more testing I found an error in my test setup that biased the results. While working on the…
0.7.0 was supposed to be THE big change this year, but 0.7.1 is actually quitely introducing some …
[EDIT] There is an issue with the test setup, the numbers here aren't representative of a real use…
I wanted to do some performance tests, to see how much faster or slower some methods were. I imple…
To see more details you need to report live objects before exiting process. To do that, you call R…
THAT WAS IT I was using back face culling... I was so fixated on the vertices and the math that I …
Operator overloading is a divisive feature. It's been used for atrocious hacks, and to make code t…
Yes, there's no need to waste extra multiplications in opengl shader too. Do it just once per draw…
After some debugging, I discovered that even the output vertices are identical: OpenGL: D3D11: And…
You should be able to debug hlsl shader in D3D using Renderdoc to determine what it calculates wro…
Certainly! Let me clarify what I meant. When I said "The square is rendered where it supposed to b…
Yes, I know. But joystick is using the same matrix for both OpenGL and DirectX, and they are tryin…
If you want exact same behavior for GL and D3D for handling NDC range then there is glClipControl(…
I'm not sure the orthographic matrix is correct. Emphasis on "not sure". DirectX uses a NDC space …
What does "The square is rendered where it supposed to be" means? If it is rendered where it suppo…
I'm trying to render a square at specific locations within a window and so far was able to success…