Quick Overview: We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ... I rewrite the entire memory allocation process, to undo some poor choices I made initially. With this simpler layout it will hopefully ... I finalise the last checks I needed to pass for my json parser and start making it into an STB-style header library.
Multiplatform C Game Engine From - Detailed Overview & Context
We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ... I rewrite the entire memory allocation process, to undo some poor choices I made initially. With this simpler layout it will hopefully ... I finalise the last checks I needed to pass for my json parser and start making it into an STB-style header library. Shorter video today, so I get straight to the point. I add a new heap struct to push draw calls to an array with multiple threads, but ... Introducing my thread and queue system, as we try to find the correct path to use it safely. Sorry for the bad audio at the beginning, ... ASMR edition. Not a lot of progress nor talking, I mostly investigate how the kb library reads the UTF8 characters.
We try to debug the issues with the threads, but it honestly seems like we're just making it worse. I also include clang's address ... The best debugging method is thinking really hard! FAQ: What are your tools? - VSCodium, RemedyBG, LLVM ... I create a cloud of meteoroids around the player, then I attach the camera behind and start flying around. Later I get stuck due to a ... After rewriting and going over the allocation functions, I get back on finding the cause of the flickering bug. Once that's done, I work ... Assuming no bugs, I no longer have to generate a table for an exact string, instead I render glyphs for every entry in my json as I ... I also debugged the emscripten build, as it wasn't compiling properly FAQ: What are your tools? - VSCodium ...