[57:38][@robotchocolatedino][In PickBest, would you want other types of falloffs when computing the difference?]
[57:57][@xyane][When compiling for 64bit, shouldn't you be using _InterlockedCompareExchange64?]
[58:29][@quikligames][In your example of having 32 GB of assets uncompressed and 2 GB of space for them, are there techniques you can use to tell whether you will need more than 2 GB at one time?]
[59:44][@johnicholas][Can you summarize what you've done from the artist's perspective? Did you add a (light) obligation to the contract between the programmer and the artist?]
[1:01:02][@xyane][If you can't evict locked resources, what would be the point of streaming them over just loading them up front, and doesn't it put a restraint on the diversity of the environments you can have?]
[1:02:42][@marius_av][Shouldn't you fill Work completely before calling PlatformAddEntry for LoadAssetWork?]
[1:03:23][handmade.cpp: Move PlatformAddEntry after the switch statements in LoadAsset]
[1:04:06][@ezyfool][I may have missed this, but do you have the ability to set a hard limit on memory usage yet, e.g. so you know you can support lower memory machines?]
[1:04:49][@xyane][In a prior episode you implemented bilinear filtering. Are you going to take it a step further and implement mipmapping and trilinear filtering?]
[1:06:52][@robotchocolatedino][Will the assets loaded in from a file be stored and evicted in the same way as the ground chunks?]
[1:07:18][Song: 'Are There Questions?' by Casey Muratori]
[1:07:50][@benzih][Why only .bmp?]
[1:09:04][@soysaucethekid][The eviction stuff you're doing, is it basically garbage collection?]
[1:10:40][@zilerrezko][Will we be using AMD hair physics?][quote 114]
[1:12:07][@popcorn0x90][If you turn a bitmap black and white by altering the pixel, then would you have two copies of the bitmap? Would you delete one if you have two?]
[1:14:22][@zilerrezko][Why do people care so much about garbage collection?]
[1:14:29][@stelar7][Why use a pack-file instead of bmps? What makes it "better"?]
[1:16:21][@alephant][Earlier someone asked why reimplement virtual memory on top of the OS's virtual memory. Are we doing this just so we can have "more" virtual space?]
[1:17:45][@marumoto][Are the ground chunks going to be pre-composited when using the GPU?]
[1:18:02][@dekameel][Is there a reason why you split the character into three bitmaps?]
[1:18:12][@mrstone56][Is the rendering going to be eventually done on the GPU?]
[1:19:05][@quikligames][Are game saves going to be part of that asset pack-file, or their own pack-file?]
[1:20:23][Song: 'Q's & A's' by Casey Muratori]
[1:20:39][@mrstone56][Does porting the rendering to be done on the GPU mean you have to write a renderer completely separate to the CPU one, or is most of the groundwork done by having the CPU renderer done?]
[1:22:24][@cubercaleb][I thought you hated both DRM and cloud-based stuff (based off of Jeff and Casey Show)]