[1:03:51][-LD to build a dll and removing incremental building]
[1:06:23][Question: We have small code right now. How does dynamic linking and compiling to an exe work with huge games that are multiple gigs?]
[1:07:39][Casey spoils tomorrows stream by telling people not to spoil it]
[1:08:00][Short recap on loops]
[1:10:28][Question: Do you recommend playing around with dll files, or are they mainly used in specific cases?]
[1:11:05][Question: Can someone now create a dummy handmade.dll and use it to intercept the GameUpdateAndRender function to get a pointer to game memory and change stuff. Is security something you will cover in a later stream?]
[1:13:34][Question: We've got a tiny application right now so if code takes minutes to compile, how are we going to do what we just did?]
[1:16:08][Question: Would you be able to load the dll yourself using ReadFile() and implement getProcAddress() as well, assuming there's an easy way to make the memory executable like mmap()]
[1:18:16][Question: Is this technique still possible without using passing of the large memory blob between the dll and the exe?]
[1:21:00][Question: Does the dll prevent the compiler from inlining?]
[1:21:47][Question: How are we going to implement dll's on Linux/Mac?]
[1:23:02][Question: Are you ever going to write the platform layers for other platforms on the stream in the far future?]
[1:24:02][Question: Is the process roughly the same for doing the Linux equivalent of sharing libraries?]
[1:25:42][Question: Your #define typedef magic kinda bugs me, in that it hides the arguments/return type away from the implementation. How much of a win is having the signature in one place?]
[1:26:54][Question: How does Windows manage memory in a dll? Is there a dll process page? Where are variables made/the statics stored? How is heap managed when allocated from a dll?]
[1:37:14][Question: Doesn't Windows know \[who called it\] by the instruction pointers leading up to the VirtualAlloc() call?]