[1:02:07][@Miblo][Thanks to the grid partitioning, do we now have a convenient way of doing the graph sort in SIMD, possibly processing four grid squares, or four sprites within a square, at once? Or is it not quite that simple?]
[1:05:38][@themikedx][With regards to the flags and the order checking, if you are &ing the flags with the id, to test if you have seen it before, what happens when another item does the same check and &s it with the same (changed) unit? Doesn't that make the result different to the check flags & mask = id for the new item? Did I miss something (or did you & the flags with the mask before you set the id to clear it (the old id) first?]
[1:06:59][Blackboard: How the Flags and the Sprite_IndexMask is working]
[1:09:37][handmade_render.cpp: Streamline BuildSpriteGraph() a touch]
[1:13:39][@goodpau6][Will we ever do any network programming on Handmade Hero (i.e. multiplayer)?]
[1:14:08][@bryanwwag][I love how you said "we don't want to solve this with hacks" for a particular sorting condition. Do you think the engine should cover most / all boundary conditions or is there room for "boundary hacks" in certain / extreme circumstances?]
[1:14:53][Blackboard: On not having the necessary information to do a correct sort in 2D]