What do you mean with "pass an array to a pointer"? If you are asking how to assing array to point…
Of course I was joking about HH for Win10 on RPi2. As for RPi port - I don't think that is same as…
In my XAudio code I have my buffer data, im trying to get my buffer data into the fillbuffer funct…
Windows has some good backwards compat for the Win32 API. That's been a blessing and a curse. Howe…
I'm writing XAudio2 code now (Day20) and I have a different experience on Windows 8.1. I had to us…
Yeah Microsoft has said that Windows 10 for Pi will be VERY pared down (part of their Internet of …
Like a mimic, maybe? Casey
I find the STL to be: A. Too verbose, B. Difficult to debug when it goes wrong due to the excessiv…
We might actually quad-thread the code now that I know the Raspberry Pi will have at least four co…
You can mail me at if you'd like to do something like that. Mostly it depends on how close it is…
There's two reasons I use Windows on the stream, and I think I already explained them but I'll exp…
still pretty minimalistic. :cheer: personally, i'd probably want something for physics and text-dr…
All of those mentioned by glaze plus for easy and opengl "compatible" vector/matrix math function…
Timo —
stb_image.cstb_vorbis.cSDLOpenGL
If you were making a game like Handmade Hero without the restriction of not using any libraries, w…
And yet each day I see you using Windows and Visual Studio on the stream. If you really wanted to …
I always understood Casey that the idea to port to Raspberry is to go as close to the hardware as …
Wasn't there a DnD monster that did that?
I know quite a few people are following along with HH verbatim, but I've enjoyed working with the …
Or as an inside joke, Dormant Doormats laying at the entrance to every doorway.
Doom 3 BFG (released in 2012) uses XAudio2:
Whoops, my bad. The Doom 3 source is still quite interesting to look through.
"The first version of XAudio2, XAudio2 2.0, shipped in the March 2008 release of the DirectX SDK."…
I totally forgot that the source to Doom 3 got released. Interesting stuff. Looked at the audio so…
So we would be using the available left over time per frame for this then, thanks for clarifying. …
The idea is that there is always a relatively low number of entities in the high simulation set - …
Sorry I don't follow. How is it 60 chunks. You can't possibly know how much time the 9 High TilesC…
I thought the plan is to optimize for worst case per frame so probably we will be processing 1/60 …
I just want to know before we get there, sorry. But will looping over every low entity every 60 fr…
Thanks for both your replies. It helped me focus on it being my problem, as you confirmed Caseys' …