[40:19][Add a SampleBufferMappingMask to the game_assets with which LoadSound() may set the SampleBufferIndex using bitwise AND, rather than the less performant modulus][:"asset system" :mathematics :memory :performance]
[42:23][Check the L2 cache latency of an Intel Skylake CPU[ref
[43:39][Continue to implement our crazy sound buffer in LoadSound()][:"asset system" :memory]
[48:02][Reflect on the simplicity of our crazy sound buffer][:"asset system" :memory :speech]
[48:24][Introduce ReserveSoundMemory() for LoadSound() (and the playback function) to know about the area of the crazy sound buffer that should not get evicted][:"asset system" :memory]
[51:33][Enable GetSoundSamples() to play back from our crazy sound buffer, introducing GetSoundBufferMemory()][:"asset system" :memory]
[1:01:48][Awareness of overlap in a circular buffer][:"asset system" :blackboard :memory]
[1:03:49][Make ReserveSoundMemory() return a more informative sound_buffer_memory for LoadSound() and GetSoundSamples() to use][:"asset system" :memory]
[2:07:14][Revert the Entity->tMovement of our glove swipe in UpdateAndRenderEntities()][:"entity system"]
[2:07:27][Find that our glove is absent][:"entity system" :run]
[2:07:42][Fix ExecuteBrainHero() to float our glove when we're not attacking, rebuild and crash ~remedybg][:"entity system"]
[2:08:10][See and hear our glove in-game, and hear some clicking][:"entity system" :run]
[2:09:01][Q&A][:speech]
[2:09:40][@mtsmox][Q: In the LRU copy path you might have forgotten to set Result?][:memory]
[2:10:25][Fix GetSoundSamples() to set the correct Result][:memory]
[2:10:55][@guybru5h_vi][Q: Just started at a new job that has a gargantuan codebase (in the millions of lines of code) and it's very hard to follow what's going on. Do you have any general advice or approach to gaining an understanding of what's going on in files that are part of very large codebases? Also thanks! It's in a large part thanks to [~hero Handmade Hero] that I managed to land the job!]
[2:15:05][@nickito97][Is there a name for that type of buffer?][:memory]
[2:16:34][@jkfsda][Q: John Carmack likes Rust, is Rust > C++?][:language]
[2:18:41][@ivereadthesequel][Q: On an interview I was given a debugging task on a new piece of code (it was a web scraper written in Python). This company was actually generous enough to provide feedback on performance and said I would have done better if I had "debugged more systematically". Do you have any tips on better debugging practices?]
[2:19:33][@vtlmks][Q: <joke question> Why can't we use the GF2P8AFFINEINVQB instruction all the time?[ref
[2:25:00][@panthalassadigital][Q: After reading your "About" on your website, [@cmuratori Casey], what does it mean to be in gaming research and development? What's your company's bread and butter? Are you basically a consultant for other game companies?]
[2:29:57][@ivereadthesequel][Q: Regarding story engines: what sort of advancements are in yours, if you can mention anything? What does it achieve?]
[2:30:43][Close it down with an exercise for the reader: preventing the sound from skipping when we miss our frame rate][:speech]