[1:08:04][@elxenoaizd][You mentioned that you use a known base address for your memory management. Could you talk a bit more about that? Does that mean I can now find things by just offsetting from that address, and does it mean that if I fwrite this whole block I'll essentially be fwriting the whole game?]
[1:09:02][@butwhynot1][You can specify which functions to optimize by enabling optimization on the command line and surrounding code you don't want optimized with #pragma optimize("", off) ..... #pragma optimize("", on)]
[1:09:51][@elxenoaizd][Do you ever find use size_t or do you just use u32, u64, etc?]
[1:10:20][@elxenoaizd][Do you keep track of struct padding when you add / remove fields, or is it something you don't think about too much, so order of fields doesn't matter much?]
[1:10:56][@butwhynot1][Also, what's the point of the core number in the debug info? It seems the thread ID is the important part]
[1:11:54][Look forward to tomorrow]
[1:12:35][@JamesWidman][How will we avoid collecting or displaying stats on debug-rendering code?]
[1:12:53][@plain_flavored][Are profilers as bad as debuggers?]
[1:12:58][@inliferty][What do you think about checked exceptions?]