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Flyingsand
I didn't know about these functions. Thanks! It felt a bit weird passing in those values I came up…
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Mārtiņš Možeiko
Don't bother with using output target width/height for this. Instead use fwidth(). Assuming you ha…
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Flyingsand
I finally got AA working for primitives in the fragment shader! I've wanted to add this for awhile…
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Mārtiņš Možeiko
If you want to get MSVC compiler without IDE, then yes - you can install just the Build Tools whic…
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Mór
I have Windows 11 and am wanting to do the same as the OP. The comments above say Build Tools. Is …
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Mārtiņš Možeiko
_MM_SHUFFLE(a,b,c,d) is macro that gets 4 arguments, each 2 bit value, and calculates (a<<6)|(b<<4…
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longtran2904
What is the _MM_SHUFFLE doing? The intel intrinsic guide says it is the control bit, but what does…
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Mārtiņš Možeiko
_mm_shuffle_epi32 intrinsic, pshufd instruction. If you use intrinsics, then you don't worry about…
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longtran2904
So does the shuffle happen on another register, or the same register? What instruction can do that…
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Mārtiņš Možeiko
Shuffle top 64-bits down to low 64-bit, then add to original register.
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longtran2904
I'm pretty new to the Intel intrinsics, so is there any intrinsic for doing ops between lanes of a…
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david0
I see it made it really clear. Thanks for the answer.
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Mārtiņš Možeiko
In Doom/Quake games this is done to allow making different games. Main executable is the engine pr…
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david0
Also may I ask about the architecture. I don't know how much you know about doom 3's source code b…
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Adamarla
I didn't know about load symbols! image.png I suppose it is a driver bug as Casey didn't have it, …
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david0
I see, I think I get it wrong then. Casey mentioned about preventing back and forth in the early d…
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Mārtiņš Možeiko
I do not understand the benefit of game code not calling platform layer. There's nothing wrong wit…
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david0
It seems like in handmade hero there is a clear seperation between platform layer and game code. I…
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Mārtiņš Možeiko
You can right click on entries in call stack and select "Load Symbols" to get names for functions …
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Adamarla
Hi, I am getting a crash when closing the test renderer window at win32_renderer_test.cpp:471 (Exi…
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.imperatorn
I would just like to say thank you for creating this debugger. It's nice to have a "just works" st…
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Mārtiņš Možeiko
Ok, if are not doing single translation builds (unity builds) then that's not a problem. It's only…
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david0
Thanks for the answer, it made it really clear but I didn't get the last part, Cleaner builds. I d…
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Mārtiņš Možeiko
There are multiple reason to do this way: Hot reloading. If you want to reload game dll at runtime…
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.imperatorn
Thanks!
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david0
Why on the platform layer we have function pointers inside functions? I do see this pattern very c…
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x13pixels
Hi Scr3am. Appreciate the kind words. Being able to specify an alternate source file root is a nec…
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Angelo Theodorou
I have recently published the seventh Lua tutorial for the nCine. It should get you covered with t…
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Matt Hartley
you're not keeping any pointers to functions inside dll that gets unloaded? :) Sorry, it seems I m…
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Matt Hartley
Ah Damn! I completely forgot about the window callback function pointer! Thank you very much both …
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