cinera_handmade.network/cmuratori/hero/code/code018.hmml

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[video output=day018 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Enforcing a Video Frame Rate" vod_platform=youtube id=TPpn2fee77M annotator=AndrewJDR annotator=dspecht annotator=jacebennett annotator=schme]
[1:40][Discussion: Why we need to have an enforced video frame rate]
[5:27][Drawing and explaining the frame computation and displaying timeline]
[10:35][Explaining Variable Frame Rate Monitors]
[18:00][Casey's Game Loop Design Overview]
[20:15][The two audio choices we can use]
[25:23][Multiple Monitor discussion]
[32:10][Start implementing the enforced video frame rate]
[36:20][Looping to ensure we are within the targetSecondsPerFrame]
[38:40][Debugging: no input]
[40:41][Compressing/Refactoring Clocking stats]
[49:05][Implementing sleep to not melt our CPU]
[53:20][Setting the Windows scheduler granularity with timeBeginPeriod()]
[1:00:30][Q&A][:speech]
[1:01:08][Question: If we are locking the frame rate. Would that not mean that someone with a lower end computer, would have a slower game speed to others]
[1:02:41][Question: Even if you could get the refresh rate of the monitor, how do you sync with it on the vertical blink]
[1:03:52][Question: Doesn't the sleep function go in the surrounding IF instead of the WHILE loop]
[1:05:47][Question: Does Win32FillSoundBuffer need to come after the vsync loop]
[1:06:54][Question: Check DWM.GetComposition if AERO is on]
[1:07:13][Question: Could you explain the advantages or disadvantages to handling update and render on different threads]
[1:09:26][Question: How would you adjust your memory management to work on devices with limited memory]
[1:09:42][Question: Won't we miss frame rate due to the sleep]
[1:12:58][Question: Can you fix the physics animation frame rate without fixing the missing frame issue]
[1:16:10][Question: Why are we handling sound and video differently]
[1:16:27][Question: Check if DDraw works on windows 8]
[1:16:52][Question: Wouldn't you want to fill the screen buffer before you hit the flip point, so it can grab the screen at the flip point]
[1:18:03][Question: Isn't DWORD an Interger]
[1:18:41][Question: What do you think about having a fixed physics time unconnected to the drawn frame time]
[1:20:00][Question: Any time you compute a world update should that not just set something that says if we get there early then wait.]
[/video]