Handmade Network»Feed
Mārtiņš Možeiko
On modern Windows you don't need to worry about endianess at all. It is always little endian :) …
»
Vadim Borodin
Hey guys! Somewhere around Day 25 of HMH Casey was using win32-defined union called LARGE_INTEGE…
»
Mārtiņš Možeiko
It could be that you simply can not get 16.6 msec with current bitmap drawing code - it is terrib…
»
Vadim Borodin
Flyingsand, thanks a lot. Could you please elaborate about using OSAtomic and when I need to use …
»
Vadim Borodin
@Flyingsand, so I've just tried a CPU-melting way for the first time for some reason =) And I am …
»
Flyingsand
So I've actually implemented both of the methods you mention for getting the sound from the game …
»
Fred
Simulating rigid body physics on a spherical world accurately is very tricky, unless your objects…
»
Mārtiņš Možeiko
Yeah, this is C++11 thing. If you use member initialiation like this, then C++ compiler generates…
»
Vadim Borodin
Hey guys! I am trying to implement sound output using OS X CoreAudio APIs. The problem is that C…
»
Ville Penttinen
Most likely this is due to http://en.cppreference.com/w/cpp/language/aggregate_initialization
»
Vincenzo Auteri
Oops, I actually was setting a value for facingDirection inside the struct declaration itself. 1…
»
Benjamin Kloster
Do you happen to have nested structures inside your Entity? If yes, those will not get nulled rec…
»
Vincenzo Auteri
In handmade.cpp 1 2 3 4 5 6 7 8 9 10internal uint32 AddEntity(game_state *GameState) { …
»
Casey Muratori
Yes, I know about these two options but I do not prefer them. It's very simple to just insert co…
»
Mārtiņš Možeiko
Here's one more trick I often use when debugging with Visual Studio. If you missed execution of …
»
Dale Kim
In my own experience, preallocation often bought substantial and measurable speed improvements. …
»
MICHAL VALOVCIK
Hello Casey, just watched the 50th episode and saw you debugging a loop and wanted to point out t…
»
Casey Muratori
Roger that - we'll try to take care of this on Monday's stream. Somebody remind me in the Q&…
»
Livet Ersomen Strøm
The way I see it, you both suggest a combination of the two strategies. As you both see their lim…
»
Mike Oldham
I would love to second this. I just threw the latest code in and my code errors here as well. I c…
»
Fred
I'm torn... Another possibility is that instead of storing world coordinates as int+float, we can…
»
Casey Muratori
We already implemented that - that is what the looped live code editing does. - Casey
»
Casey Muratori
The reason is because I am not a game designer, so I don't want to bring game design into the pro…
»
Mārtiņš Možeiko
I'm pretty sure any hardware from at least last 10 years will allow to set vsync. As for waiting…
»
David Owens II
Here's my take: It's simply not feasible to have a discussion with hundreds of people, especiall…
»
mallardz
mallardz Doesn't this ignore the time taken to process Win32DisplayBufferInWindow? (currently ju…
»
mallardz
Towards the end of our loop: we test the time taken since LastCounter sleep the remaining ti…
»
Jari Komppa
ZenSoturi I almost decided not to respond because I smelled stench of internet arguments. Apolog…
»
ZenSoturi
sol_hsa One thing I'd like to point out about all these calculations.. You're assuming audio pla…
»
Jari Komppa
One thing I'd like to point out about all these calculations.. You're assuming audio plays at ex…
»