Recent Forum Threads

Forum Site Feedback
Post date March 27, 2017, 8:04 p.m.

Formatting derped up


When I put in mesh.id in the code block it got replaced by some kind of uuid 1 mesh_data d = …
Forum Code
Post date March 27, 2017, 10:42 a.m.

The history of opengl vertex data


In the beginning there was glVertex. The model was simple; for every vertex the client called a f…
Forum 4coder
Post date March 18, 2017, 1:52 p.m.

Possibly handling keyboards a bit better


After seeing Jon's rant on keyboard handling and the article he linked, I thought I'd look into d…
Forum Code
Post date March 14, 2017, 1:05 p.m.

Texture per quad without bindless.


An alternative to using bindless textures for getting a different texture per quad is using a tex…
Forum Site Feedback
Post date Feb. 24, 2017, 10:49 a.m.

bug with the new posts highlight;


I composed and posted a reply to Throw more hardware at it but didn't check the thread until afte…

Recent Forum Replies

Forum handmade.network
Post date Oct. 19, 2017, 11:14 p.m.

Array with void* refereces

If you are relying on destructors running when doing that you are out of luck. Though you don't n…
Forum handmade.network
Post date Oct. 15, 2017, 10:35 p.m.

Ideas on tree memory allocation

Profile and see what the common use cases are. Then you can target the allocation sizes according…
Forum Code
Post date Oct. 13, 2017, 11:04 a.m.

Troubles with engine architecture.

aspiring_dev Thanks for the reply. I don't know anything about memory mapping because I've been…
Forum Code
Post date Oct. 13, 2017, 8:28 a.m.

Troubles with engine architecture.

The renderer is kinda special in that way since the way you handle assets pretty heavily depends …
Forum Glyphin
Post date Sept. 30, 2017, 1:39 p.m.

C or C++

Telash Thanks for the replies. I will stick to C. I dont think that the few things I have to gain…