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' …
I think money (directly or indirectly) more exchanges hands of AMD/Nvidia and big game development…
Greg —
Sorry for turning this into a bit of a semantics battle, but.. I completely agree to this point. …
Kind of. Imagine an "inline" function which isn't static, which (for whatever reason) the compiler…
In such case you typically don't go lower than OpenGL and Direct3D. Because every platform has di…
Greg —
Actually lower level than that. Not sure how I can be more clear, but even opengl and direct3d/d…
Same with inline functions no? You cannot access them outside of translation unit, so compiler can…
Actually, "static" does mean something special for the optimiser. Declaring a function "static" me…
@mmozeiko Yes, I was using the placement before. However I have been calling it from my "init" fun…
What's wrong with placing vector on stack? But it can "allocate" wherever you put it. Of course yo…
These news were discussed in yesterdays pre-stream :) But yeah, these are pretty nice news. Especi…