[56:56][@desuused][Please use the following hash computation: HashValue = HashValue * 65599 + *Scan; (sdbm, source: http://www.cse.yorku.ca/~oz/hash.html). Simply using a sum of chars *will* produce a lot of collisions. (source: http://programmers.stackexchange.com/a/145633)]
[1:00:47][@Pseudonym73][Yes, the reasoning behind the hash is that it's used for symbols in ELF. If you think about it, symbols tend to come in clusters: i, j, k, x1, x2, x3 etc. ElfHash is designed to behave sensibly in that case]
[1:03:29][@caffeine_storm][Do you have a stream schedule?]
[1:04:26][@Pseudonym73][Actually, could you humour me and look at the disassembly for that hash function? The 65599 one? I'm curious to know how well it compiles]
[1:09:33][@Cubercaleb][what is imul, int multiply?]
[1:16:18][@x13pixels][Dude, you inspired me to write a handmade Windows debugger. Thanks for everything you do]
[1:16:46][@Mojobojo][Why did you put the delta time of each frame into the input struct (Input->dtForFrame). That seemed a bit strange to me while looking through the source code today]
[1:17:13][@Cubercaleb][Why are the half-bytes of the hex value 1003fh reversed in the instruction. I could understand the bytes being reversed, but the half-bytes?]
[1:20:41][@quartertron][And you want Intel to ship a unifying ISA for all GPUs...]
[1:22:20][@x13pixels][I'll keep that in mind]
[1:22:54][@Mojobojo][Why was it passed in that structure? I was specifically looking for the delta time variable and that was the last place I expected it to be]
[1:24:13][@Mojobojo][To add on, since each player has their own input struct, passing it through each one when it's going to be the same for each player seems redundant]