Where to Watch Handmade Hero • Seizoen 1

151 Episodes

  • Day 001 - Setting Up the Windows Build
    A1
    Day 001 - Setting Up the Windows Build
  • Day 002 - Opening a Win32 Window
    A2
    Day 002 - Opening a Win32 WindowDay 002 of coding on Handmade Hero. See http://handmadehero.org for details. 1. Review of setting up a development environment 2. WNDCLASS struct 3. Initializing WNDCLASS 4. WindowProc 5. RegisterClass 6. CreateWindowEx 7. GetMessage function 8. TranslateMessage function 9. DispatchMessage function 10. We have a window! 11. BeginPaint function 12. PatBlt function 13. Epilepsy window
  • Day 003 - Allocating a Backbuffer
    A3
    Day 003 - Allocating a BackbufferDay 003 of coding on Handmade Hero. See http://handmadehero.org for details. 1. PostQuitMessage function 2. Different meanings of the static modifier 3. Window can be close now 4. GetClientRect 5. CreateDIBSection 6. StretchDIBits 7. Win32ResizeDIBSection 8. DeviceContext
  • Day 004 - Animating the Backbuffer
    A4
    Day 004 - Animating the BackbufferDay 004 of coding on Handmade Hero. See http://handmadehero.org for details. 1. Comments about BitBlt and StretchDIBits 2. VirtualAlloc 3. StretchDIBits 4. Storing pixels in memory 5. Blue-Green Gradient Renderer 6. PeekMessage 7. Animating window on the screen
  • Day 005 - Windows Graphics Review
    A5
    Day 005 - Windows Graphics ReviewDay 005 of coding on Handmade Hero. See http://handmadehero.org for details. 1. Week 1 wrap-up, comments on e-mails 2. Pulling global variables into structures 3. Win32_window_dimension 4. Review of the complete code 5. How big is the stack? 6. Getting to stack overflow 7. Increasing the Stack size
  • Day 006 - Gamepad and Keyboard Input
    A6
    Day 006 - Gamepad and Keyboard InputDay 006 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 007 - Initializing DirectSound
    A7
    Day 007 - Initializing DirectSoundDay 007 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 008 - Writing a Square Wave to DirectSound
    A8
    Day 008 - Writing a Square Wave to DirectSoundDay 008 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 009 - Variable-Pitch Sine Wave Output
    A9
    Day 009 - Variable-Pitch Sine Wave OutputDay 009 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 010 - QueryPerformanceCounter and RDTSC
    A10
    Day 010 - QueryPerformanceCounter and RDTSCDay 010 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 011 - The Basics of Platform API Design
    A11
    Day 011 - The Basics of Platform API DesignDay 011 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 012 - Platform-independent Sound Output
    A12
    Day 012 - Platform-independent Sound OutputDay 012 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 013 - Platform-independent User Input
    A13
    Day 013 - Platform-independent User InputDay 013 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 014 - Platform-independent Game Memory
    A14
    Day 014 - Platform-independent Game MemoryDay 014 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 015 - Platform-independent Debug File I/O
    A15
    Day 015 - Platform-independent Debug File I/ODay 015 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 016 - VisualStudio Compiler Switches
    A16
    Day 016 - VisualStudio Compiler SwitchesDay 016 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 017 - Unified Keyboard and Gamepad Input
    A17
    Day 017 - Unified Keyboard and Gamepad InputDay 017 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 018 - Enforcing a Video Frame Rate
    A18
    Day 018 - Enforcing a Video Frame RateDay 018 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 019 - Improving Audio Synchronization
    A19
    Day 019 - Improving Audio SynchronizationDay 019 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 020 - Debugging the Audio Sync
    A20
    Day 020 - Debugging the Audio SyncDay 020 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 021 - Loading Game Code Dynamically
    A21
    Day 021 - Loading Game Code DynamicallyDay 021 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 022 - Instantaneous Live Code Editing
    A22
    Day 022 - Instantaneous Live Code EditingDay 022 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 023 - Looped Live Code Editing
    A23
    Day 023 - Looped Live Code EditingDay 023 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 024 - Win32 Platform Layer Cleanup
    A24
    Day 024 - Win32 Platform Layer CleanupDay 024 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 025 - Finishing the Win32 Prototyping Layer
    A25
    Day 025 - Finishing the Win32 Prototyping LayerDay 025 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 026 - Introduction to Game Architecture
    A26
    Day 026 - Introduction to Game ArchitectureDay 026 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 027 - Exploration-based Architecture
    A27
    Day 027 - Exploration-based ArchitectureDay 027 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 028 - Drawing a Tile Map
    A28
    Day 028 - Drawing a Tile MapDay 028 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 029 - Basic Tile Map Collision Checking
    A29
    Day 029 - Basic Tile Map Collision CheckingDay 029 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 030 - Moving Between Tile Maps
    A30
    Day 030 - Moving Between Tile MapsDay 030 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 031 - Tilemap Coordinate Systems
    A31
    Day 031 - Tilemap Coordinate SystemsDay 031 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 032 - Unified Position Representation
    A32
    Day 032 - Unified Position RepresentationDay 032 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 033 - Virtualized Tile Maps
    A33
    Day 033 - Virtualized Tile MapsDay 033 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 034 - Tile Map Memory
    A34
    Day 034 - Tile Map MemoryDay 034 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 035 - Basic Sparse Tilemap Storage
    A35
    Day 035 - Basic Sparse Tilemap StorageDay 035 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 036 - Loading BMPs
    A36
    Day 036 - Loading BMPsDay 036 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 037 - Basic Bitmap Rendering
    A37
    Day 037 - Basic Bitmap RenderingDay 037 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 038 - Basic Linear Bitmap Blending
    A38
    Day 038 - Basic Linear Bitmap BlendingDay 038 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 039 - Basic Bitmap Rendering Cleanup
    A39
    Day 039 - Basic Bitmap Rendering CleanupDay 039 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 040 - Cursor Hiding and Fullscreen Support
    A40
    Day 040 - Cursor Hiding and Fullscreen SupportDay 040 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 041 - Overview of the Types of Math Used in Games
    A41
    Day 041 - Overview of the Types of Math Used in GamesDay 041 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 042 - Basic 2D Vectors
    A42
    Day 042 - Basic 2D VectorsDay 042 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 043 - The Equations of Motion
    A43
    Day 043 - The Equations of MotionDay 043 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 044 - Reflecting Vectors
    A44
    Day 044 - Reflecting VectorsDay 044 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 045 - Geometric vs. Temporal Movement Search
    A45
    Day 045 - Geometric vs. Temporal Movement SearchDay 045 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 046 - Basic Multiplayer Support
    A46
    Day 046 - Basic Multiplayer SupportDay 046 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 047 - Vector Lengths
    A47
    Day 047 - Vector LengthsDay 047 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 048 - Line Segment Intersection Collisions
    A48
    Day 048 - Line Segment Intersection CollisionsDay 048 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 049 - Debugging Canonical Coordinates
    A49
    Day 049 - Debugging Canonical CoordinatesDay 049 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 050 - Basic Minkowski-based Collision Detection
    A50
    Day 050 - Basic Minkowski-based Collision DetectionDay 050 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 051 - Separating Entities By Update Frequency
    A51
    Day 051 - Separating Entities By Update FrequencyDay 051 of coding on Handmade Hero. See http://handmadehero.org​ for details.
  • Day 052 - Entity Movement in Camera Space
    A52
    Day 052 - Entity Movement in Camera SpaceDay 052 of coding on Handmade Hero. See http://handmadehero.org​ for details.
  • Day 053 - Environment Elements as Entities
    A53
    Day 053 - Environment Elements as EntitiesDay 053 of coding on Handmade Hero. See http://handmadehero.org​ for details.
  • Day 054 - Removing the Dormant Entity Concept
    A54
    Day 054 - Removing the Dormant Entity ConceptDay 054 of coding on Handmade Hero. See http://handmadehero.org​ for details.
  • Day 055 - Hash-based World Storage
    A55
    Day 055 - Hash-based World StorageDay 055 of coding on Handmade Hero. See http://handmadehero.org​ for details.
  • Day 056 - Switching from Tiles to Entities
    A56
    Day 056 - Switching from Tiles to EntitiesDay 056 of coding on Handmade Hero. See http://handmadehero.org​ for details.
  • Day 057 - Spatially Partitioning Entities
    A57
    Day 057 - Spatially Partitioning EntitiesDay 057 of coding on Handmade Hero. See http://handmadehero.org​ for details.
  • Day 058 - Using the Spatial Partition
    A58
    Day 058 - Using the Spatial PartitionDay 058 of coding on Handmade Hero. See http://handmadehero.org​ for details.
  • Day 059 - Adding a Basic Familiar Entity
    A59
    Day 059 - Adding a Basic Familiar EntityDay 059 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 060 - Adding Hitpoints
    A60
    Day 060 - Adding HitpointsDay 060 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 061 - Adding a Simple Attack
    A61
    Day 061 - Adding a Simple AttackDay 061 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 062 - Basic Moving Projectiles
    A62
    Day 062 - Basic Moving ProjectilesDay 062 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 063 - Simulation Regions
    A63
    Day 063 - Simulation RegionsDay 063 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 064 - Mapping Entity Indexes to Pointers
    A64
    Day 064 - Mapping Entity Indexes to PointersDay 064 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 065 - Finishing the Simulation Region Change
    A65
    Day 065 - Finishing the Simulation Region ChangeDay 065 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 066 - Adding Support for Non-spatial Entities
    A66
    Day 066 - Adding Support for Non-spatial EntitiesDay 066 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 067 - Making Updates Conditional
    A67
    Day 067 - Making Updates ConditionalDay 067 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 068 - Exact Enforcement of Maximum Movement Distances
    A68
    Day 068 - Exact Enforcement of Maximum Movement DistancesDay 068 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 069 - Pairwise Collision Rules
    A69
    Day 069 - Pairwise Collision RulesDay 069 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 070 - Exploration To-do List
    A70
    Day 070 - Exploration To-do ListDay 070 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 071 - Converting to Full 3D Positioning
    A71
    Day 071 - Converting to Full 3D PositioningDay 071 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 072 - Proper 3D Inclusion Tests
    A72
    Day 072 - Proper 3D Inclusion TestsDay 072 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 073 - Temporarily Overlapping Entities
    A73
    Day 073 - Temporarily Overlapping EntitiesDay 073 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 074 - Moving Entities Up and Down Stairwells
    A74
    Day 074 - Moving Entities Up and Down StairwellsDay 074 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 075 - Conditional Movement Based on Step Heights
    A75
    Day 075 - Conditional Movement Based on Step HeightsDay 075 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 076 - Entity Heights and Collision Detection
    A76
    Day 076 - Entity Heights and Collision DetectionDay 076 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 077 - Entity Ground Points
    A77
    Day 077 - Entity Ground PointsDay 077 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 078 - Multiple Collision Volumes Per Entity
    A78
    Day 078 - Multiple Collision Volumes Per EntityDay 078 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 079 - Defining the Ground
    A79
    Day 079 - Defining the GroundDay 079 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 080 - Handling Traversables in the Collision Loop
    A80
    Day 080 - Handling Traversables in the Collision LoopDay 080 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 081 - Creating Ground with Overlapping Bitmaps
    A81
    Day 081 - Creating Ground with Overlapping BitmapsDay 081 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 082 - Caching Composited Bitmaps
    A82
    Day 082 - Caching Composited BitmapsDay 082 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 083 - Premultiplied Alpha
    A83
    Day 083 - Premultiplied AlphaDay 083 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 084 - Scrolling Ground Buffer
    A84
    Day 084 - Scrolling Ground BufferDay 084 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 085 - Transient Ground Buffers
    A85
    Day 085 - Transient Ground BuffersDay 085 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 086 - Aligning Ground Buffers to World Chunks
    A86
    Day 086 - Aligning Ground Buffers to World ChunksDay 086 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 087 - Seamless Ground Textures
    A87
    Day 087 - Seamless Ground TexturesDay 087 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 088 - Push Buffer Rendering
    A88
    Day 088 - Push Buffer RenderingDay 088 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 089 - Renderer Push Buffer Entry Types
    A89
    Day 089 - Renderer Push Buffer Entry TypesDay 089 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 090 - Bases Part I
    A90
    Day 090 - Bases Part IDay 090 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 091 - Bases Part II
    A91
    Day 091 - Bases Part IIDay 091 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 092 - Filling Rotated and Scaled Rectangles
    A92
    Day 092 - Filling Rotated and Scaled RectanglesDay 092 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 093 - Textured Quadrilaterals
    A93
    Day 093 - Textured QuadrilateralsDay 093 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 094 - Converting sRGB to Light-linear Space
    A94
    Day 094 - Converting sRGB to Light-linear SpaceDay 094 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 095 - Gamma-correct Premultiplied Alpha
    A95
    Day 095 - Gamma-correct Premultiplied AlphaDay 095 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 096 - Introduction to Lighting
    A96
    Day 096 - Introduction to LightingDay 096 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 097 - Adding Normal Maps to the Pipeline
    A97
    Day 097 - Adding Normal Maps to the PipelineDay 097 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 098 - Normal Map Code Cleanup
    A98
    Day 098 - Normal Map Code CleanupDay 098 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 099 - Test Environment Maps
    A99
    Day 099 - Test Environment MapsDay 099 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 100 - Reflection Vectors
    A100
    Day 100 - Reflection VectorsDay 100 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 101 - The Inverse and the Transpose
    A101
    Day 101 - The Inverse and the TransposeDay 101 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 102 - Transforming Normals Properly
    A102
    Day 102 - Transforming Normals ProperlyDay 102 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 103 - Card-like Normal Map Reflections
    A103
    Day 103 - Card-like Normal Map ReflectionsDay 103 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 104 - Switching to Y-is-up Render Targets
    A104
    Day 104 - Switching to Y-is-up Render TargetsDay 104 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 105 - Cleaning Up the Renderer API
    A105
    Day 105 - Cleaning Up the Renderer APIDay 105 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 106 - World Scaling
    A106
    Day 106 - World ScalingDay 106 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 107 - Fading Z Layers
    A107
    Day 107 - Fading Z LayersDay 107 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 108 - Perspective Projection
    A108
    Day 108 - Perspective ProjectionDay 108 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 109 - Resolution-Independent Rendering
    A109
    Day 109 - Resolution-Independent RenderingDay 109 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 110 - Unprojecting Screen Boundaries
    A110
    Day 110 - Unprojecting Screen BoundariesDay 110 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 111 - Resolution-Independent Ground Chunks
    A111
    Day 111 - Resolution-Independent Ground ChunksDay 111 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 112 - A Mental Model of CPU Performance
    A112
    Day 112 - A Mental Model of CPU PerformanceDay 112 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 113 - Simple Performance Counters
    A113
    Day 113 - Simple Performance CountersDay 113 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 114 - Preparing a Function for Optimization
    A114
    Day 114 - Preparing a Function for OptimizationDay 114 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 115 - SIMD Basics
    A115
    Day 115 - SIMD BasicsDay 115 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 116 - Converting Math Operations to SIMD
    A116
    Day 116 - Converting Math Operations to SIMDDay 116 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 117 - Packing Pixels for the Framebuffer
    A117
    Day 117 - Packing Pixels for the FramebufferDay 117 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 118 - Wide Unpacking and Masking
    A118
    Day 118 - Wide Unpacking and MaskingDay 118 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 119 - Counting Intrinsics
    A119
    Day 119 - Counting IntrinsicsDay 119 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 120 - Measuring Port Usage with IACA
    A120
    Day 120 - Measuring Port Usage with IACADay 120 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 121 - Rendering in Tiles (Marathon)
    A121
    Day 121 - Rendering in Tiles (Marathon)Day 121 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 122 - Introduction to Multithreading
    A122
    Day 122 - Introduction to MultithreadingDay 122 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 123 - Interlocked Operations
    A123
    Day 123 - Interlocked OperationsDay 123 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 124 - Memory Barriers and Semaphores
    A124
    Day 124 - Memory Barriers and SemaphoresDay 124 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 125 - Abstracting the Work Queue
    A125
    Day 125 - Abstracting the Work QueueDay 125 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 126 - Circular FIFO Work Queue
    A126
    Day 126 - Circular FIFO Work QueueDay 126 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 127 - Aligning Rendering Memory
    A127
    Day 127 - Aligning Rendering MemoryDay 127 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 128 - Push-time Transforms
    A128
    Day 128 - Push-time TransformsDay 128 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 129 - Adding Orthographic Projection
    A129
    Day 129 - Adding Orthographic ProjectionDay 129 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 130 - Seamless Bilinear Tiling
    A130
    Day 130 - Seamless Bilinear TilingDay 130 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 131 - Asynchronous Ground Chunk Composition
    A131
    Day 131 - Asynchronous Ground Chunk CompositionDay 131 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 132 - Asset Streaming
    A132
    Day 132 - Asset StreamingDay 132 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 133 - Preliminary Asset Structuring
    A133
    Day 133 - Preliminary Asset StructuringDay 133 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 134 - Mapping Assets to Bitmaps
    A134
    Day 134 - Mapping Assets to BitmapsDay 134 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 135 - Typed Asset Arrays
    A135
    Day 135 - Typed Asset ArraysDay 135 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 136 - Tag-based Asset Retrieval
    A136
    Day 136 - Tag-based Asset RetrievalDay 136 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 137 - Matching Periodic Tags
    A137
    Day 137 - Matching Periodic TagsDay 137 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 138 - Loading WAV Files
    A138
    Day 138 - Loading WAV FilesDay 138 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 139 - Introduction to Sound Mixing
    A139
    Day 139 - Introduction to Sound MixingDay 139 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 140 - Implementing a Sound Mixer
    A140
    Day 140 - Implementing a Sound MixerDay 140 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 141 - Streaming Large Audio in Chunks
    A141
    Day 141 - Streaming Large Audio in ChunksDay 141 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 142 - Per-sample Volume Interpolation
    A142
    Day 142 - Per-sample Volume InterpolationDay 142 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 143 - Pitch Shifting in the Mixer
    A143
    Day 143 - Pitch Shifting in the MixerDay 143 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 144 - SSE Mixer Pre and Post Loops
    A144
    Day 144 - SSE Mixer Pre and Post LoopsDay 144 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 145 - SSE Mixer Main Loop
    A145
    Day 145 - SSE Mixer Main LoopDay 145 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 146 - Accumulation vs. Explicit Calculation
    A146
    Day 146 - Accumulation vs. Explicit CalculationDay 146 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 147 - Defining the Asset File
    A147
    Day 147 - Defining the Asset FileDay 147 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 148 - Writing the Asset File Header
    A148
    Day 148 - Writing the Asset File HeaderDay 148 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 149 - Writing Assets to the Asset File
    A149
    Day 149 - Writing Assets to the Asset FileDay 149 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 150 - Loading Assets from the Asset File
    A150
    Day 150 - Loading Assets from the Asset FileDay 150 of coding on Handmade Hero. See http://handmadehero.org for details.
  • Day 151 - New Platform File API
    A151
    Day 151 - New Platform File APIDay 151 of coding on Handmade Hero. See http://handmadehero.org for details.

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