[1:02:54][@ratchetfreak][Why didn't you build merge sort from the bottom up? It makes ping-ponging the buffers much easier]
[1:03:56][@fod669][Your radix sort looks like it's O(8n) because you're doing two passes over the list per byte. Couldn't you make it O(5n) by getting all the offsets / counts in one pass at the cost of 3 more 256 element arrays?]
[1:06:19][@elxenoaizd][Off-topic: I'm a bit confused about axis-angle rotations vs quaternion rotations. I thought quaternions do represent an angle and axis of rotation. What's the difference?]
[1:07:05][Blackboard: "Euler angles"]
[1:08:29][Blackboard: "axis / angle"]
[1:09:12][Blackboard: "quaternion"]
[1:10:17][Blackboard: "exp map"]
[1:11:53][@insofaras][I noticed the frame times are growing quite large now. Are you planning to optimize the software renderer further or switch to a hardware accelerated scheme?]
[1:12:25][win32_handmade.cpp: Switch down to 960x540, disable the debug system and run the game]