[01:08:02][@gasto5][Why is a position for a stream a bad idea?]
[01:17:00][@insofaras][Are you concerned that "trusting" the file format could have security concerns, e.g. someone could say they've made some modded assets, and give out a specially crafted .hha file that runs arbitrary code?]
[01:21:09][@snovind92][What is the main difference between using asserts in your code and writing separate test functions/programs that check your results, and when do you choose one over the other?]
[01:23:42][@noxy_key][Will multiple threads pose any problems to reading the assets file?]
[01:24:11][@flyingsand][If C++ had introspection, would this be a a place where you would use it? e.g. to introspect the types you want to include in the asset pack]
[01:26:16][@revolvable][Are there any specific times your streams start and end?]
[01:27:17][@cubercaleb][Why not just read the entire file in as a string and parse it as you please, then do the same for writing]
[01:30:43][@psuedonym73][Another option is to memory-map the file and then do as you will. Although that may not work on older consoles]
[01:33:19][@davechat][Do the mollyrocket artists ever interact with the asset packer or is it automated somehow. E.g. if they immediately want to preview how their artwork looks in game]
[01:33:56][@gasto5][I was taught to use exceptions because it does not convolute the code with error checking code]
[01:35:25][@pseudonym73][(clarification to question at 1:30:43) When I said "memory-mapped file", I meant it as an alternative to fread(), not as an alternative to streamed loading. Using fread() actually copies all data twice: buffer cache into FILE* buffer, then buffer into final destination. Copying from a memory-mapped file means only one copy]