Handmade Network»Phillip Trudeau-Tavara

Recent Activity

Here is a function for obtaining the exact RDTSC frequency on Win10+ and Linux 3.0+ for x64.
Both versions fallback to the empirical sleep-then-measure routine for OS versions that don't support directly querying the TSC frequency.


Hope this is at least an okay overview of our &happenlance crash reporter! Might update the code sample later to be a completely independently runnable library when I have time!


I pushed a quick update to OpenGL-on-DXGI1.3 to display some stats, compute minimum frame latency, and generally clarify things. https://github.com/pmttavara/OpenGL-on-DXGI1.3/commit/d4037e95af83da3bd62115c470f2632732d9da25

Been using Sokol + Dear Imgui to build a level editor for the classic horror game Silent Hill 2. I've already finished one STB-style library for one of the data formats, and now I've finally progressed enough to test an edit in-game! https://twitter.com/phillip_trudeau/status/1543004844851617792 Github repo [very WIP]: https://github.com/pmttavara/ph2

Phillip Trudeau-Tavara

After 11 months, Happenlance is finally out!! ๐Ÿ˜„ It's an action physics "joust-em-up" built in a C++ engine using SoLoud, STB_image, msf_gif, and other Handmade libraries. Thanks so much to the Handmade community for helping bring this to life! Feel free to wishlist if you're interested! ๐Ÿ™ https://steampowered.com/app/1663410?_9

After 6 months of hard work, Happenlance is back with another devlog! ๐Ÿ’ช https://www.youtube.com/watch?v=LYYaHxU-7sU If this looks interesting to you, please wishlist on Steam! https://steampowered.com/app/1663410?_9

Our HMN project Sir Happenlance and the Spear of Density now has a Steam page! If it looks interesting at all, please signal your support by wishlisting! Otherwise you can just playtest the free beta here: https://happenlance.com


Hey there Happenlancers, if any of you Windows devs are wondering how to use PrintScreen to get nice screenshots like this while playing your game in exclusive-fullscreen, I wrote a quick blog post for the hoops I had to jump through in order to facilitate it ๐Ÿ˜„ https://lance.handmade.network/blogs/p/7891-how_to_make_printscreen_work_in_exclusive_fullscreen

Friends!! Our game Sir Happenlance is currently hosting a Live Playtest Event over on the discord - feel free to hop in-game and play a PvP round against me or anyone else! We're in need of feedback on peer-to-peer latency, networking quality, and gameplay opinions!! I'd really appreciate if you stopped by for a bit ๐Ÿ˜…

Get the beta here: https://happenlance.com

Join the discord for VC here: https://discord.gg/HCt57f38B8

Sorry for going quiet - I've been hard at work on Happenlance! Here's what 3 more months of art direction got me!

Happenlance is on the road to feature completion! We're too busy to make a devlog video, but the Handmade crowd gets a sneak inside peek ๐Ÿ˜Ž

Our fourth devlog for our game Happenlance is out (finally ๐Ÿ˜ณ ) and it's a thicc boi:

  • Invalidating asset references
  • Sorting oriented bounding boxes
  • Notes on game AI design
  • Physical derivation of the aerodynamical model of a fletched arrow in flight
  • Implementing undo systems in level editors
  • GIF encoding and framebuffer resizing If any of that sounds interesting then check it out ๐Ÿ˜ https://www.youtube.com/watch?v=2oKkc9helPE

Our third devlog is released! Miles discusses the challenges of data organization and alludes to data-orientation. https://www.youtube.com/watch?v=fsO6IT3XyjQ

Advanced C++ highlighting in the Eden editor. Runs at about 6-7 million lines per second. This is a 10 megabyte test file.

Parsing C++ at 1 gigabyte per second. (Syntax highlighting; nothing semantic yet.)


Recursive descent C++ declaration parsing. No symbol tables or lookahead ๐Ÿ˜ƒ 5.0 mloc/s release mode (I will improve that by a lot!!)

VERY simple rules can get types and variables 80% correct... (excuse the fruit salad - just to visualize which is which). However, this will be improved on.

Preprocessor semantics, first pass.

I added syntax highlighting to Colby's text editor.