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Casey Muratori
There's two reasons I use Windows on the stream, and I think I already explained them but I'll exp…
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Matthias
still pretty minimalistic. :cheer: personally, i'd probably want something for physics and text-dr…
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Thomas Frase
All of those mentioned by glaze plus for easy and opengl "compatible" vector/matrix math function…
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Timo
stb_image.cstb_vorbis.cSDLOpenGL
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Matthias
If you were making a game like Handmade Hero without the restriction of not using any libraries, w…
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John Lorre
And yet each day I see you using Windows and Visual Studio on the stream. If you really wanted to …
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John Lorre
I always understood Casey that the idea to port to Raspberry is to go as close to the hardware as …
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jeringa
Wasn't there a DnD monster that did that?
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Cap Petschulat
I know quite a few people are following along with HH verbatim, but I've enjoyed working with the …
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Tribuadore
Or as an inside joke, Dormant Doormats laying at the entrance to every doorway.
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Mārtiņš Možeiko
Doom 3 BFG (released in 2012) uses XAudio2:
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Thomas Frase
Whoops, my bad. The Doom 3 source is still quite interesting to look through.
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David Owens II
"The first version of XAudio2, XAudio2 2.0, shipped in the March 2008 release of the DirectX SDK."…
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Thomas Frase
I totally forgot that the source to Doom 3 got released. Interesting stuff. Looked at the audio so…
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Roderic Bos
So we would be using the available left over time per frame for this then, thanks for clarifying. …
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Casey Muratori
The idea is that there is always a relatively low number of entities in the high simulation set - …
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Roderic Bos
Sorry I don't follow. How is it 60 chunks. You can't possibly know how much time the 9 High TilesC…
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Krzysiek
I thought the plan is to optimize for worst case per frame so probably we will be processing 1/60 …
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Roderic Bos
I just want to know before we get there, sorry. But will looping over every low entity every 60 fr…
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Tribuadore
Thanks for both your replies. It helped me focus on it being my problem, as you confirmed Caseys' …
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Mārtiņš Možeiko
I think money (directly or indirectly) more exchanges hands of AMD/Nvidia and big game development…
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Greg
Sorry for turning this into a bit of a semantics battle, but.. I completely agree to this point. …
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Andrew Bromage
Kind of. Imagine an "inline" function which isn't static, which (for whatever reason) the compiler…
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Mārtiņš Možeiko
In such case you typically don't go lower than OpenGL and Direct3D. Because every platform has di…
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Greg
Actually lower level than that. Not sure how I can be more clear, but even opengl and direct3d/d…
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Mārtiņš Možeiko
Same with inline functions no? You cannot access them outside of translation unit, so compiler can…
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Andrew Bromage
Actually, "static" does mean something special for the optimiser. Declaring a function "static" me…
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Martin Cohen
@mmozeiko Yes, I was using the placement before. However I have been calling it from my "init" fun…
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Mārtiņš Možeiko
What's wrong with placing vector on stack? But it can "allocate" wherever you put it. Of course yo…
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Mārtiņš Možeiko
These news were discussed in yesterdays pre-stream :) But yeah, these are pretty nice news. Especi…
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