-- Watch live at / nothings2
2:08 Chat comment: "just reboot if you need to. We'll still be here if you let us know in advance"
2:27 Run the game and see that it's working, until hitting an out-of-memory bug
3:21 Chat comment: "switch scenes, please!"
3:30 Walk through the game and find that it's stacking multiple things on top of each other
3:50 Set MESH_CHUNK_SIZE_X_LOG2 and _Y_LOG2 back to 6
4:39 Run the game to see that it's all alright again and not running out of memory
7:34 Set VIEW_DISTANCE_LOG2 back to 11 and run the game again
8:21 Make setup_uniforms() correctly set the fog when the view_distance is short, run the game and find that it is not jittering as it was before
9:43 Do a manual memory leak check
15:17 Free the built_mesh data after calling set_mesh_chunk_for_coord(), hit a breakpoint and investigate where this mc is coming from
17:47 Output the mc upon trying to free it
18:49 Make set_mesh_chunk_for_coord() not free the mc
19:35 Run the game and find that we no longer run out of memory
24:14 Consider changing the font of the profiler
25:53 Commit "fix memory leak of mesh chunk build buffers" and consult the TODO list
27:13 Chat comment: "I never asked where these colors or textures come from?"
28:06 Consider doing collision detection and physics representation
36:12 Chat comment: "What if you did RLE for only pure solid / empty?"
36:22 Chat comment: "What is RLE?"
41:12 Implement physics representation, starting by enumerating physics types and introducing phys_chunk_run and phys_chunk
46:57 Introduce build_phys_chunk()
47:55 Introduce arena struct and area_alloc()
52:29 Introduce arena_free_all()
53:37 Implement build_phys_chunk()
56:26 Chat comment: "Hahahah, nothings2"
58:18 Introduce arena_release()
1:00:24 Introduce build_phys_column()
1:08:11 Make free_mesh_chunk() free all allocated mesh chunks
1:09:04 Run the game and see that it crashes
1:09:20 Make arena_alloc() check if ac is NULL, and inline pc in the mesh_chunk struct
1:10:45 Run the game and run out of memory
1:12:00 Increase the size of the mesh in build_phys_chunk(), run the game and see how that affects it
1:12:24 Chat comment: "Damn, I want more than 3 slots for programs to try stuff out"
1:13:26 Make arena_alloc() conditionally set cur to cur, run the game and see that it's fixed
1:14:14 Chat comment: "Toaoo here apparently has a 3 node 1 stack solution (dynamic) that only uses 411 cycles"
1:14:38 Chat comment: "Yes, doesn't cheat the inputs"
1:15:28 Deconstruct the thought process behind guessing where that bug was
1:18:07 Make arena_alloc() use stb_max(), run the game and see if it runs out of memory
1:18:36 Chat comment: "Would it be possible to turn up the volume a little bit at your end? It's so low for me that I have to turn up the main winows volume so high that I get a heart attack every time I get a notification"
1:19:36 Recap today's work
1:20:37 Break into arena_release() and inspect the size
1:21:17 Stop the stream
Annotated by Miblo - https://handmade.network/m/Miblo