Fix timecode chronology in code{020,128,184,187}
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@ -53,8 +53,8 @@
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[2:29:42][Could you please increase ToneHz to 512, my crappy laptop speakers can't output 256?]
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[2:29:42][Could you please increase ToneHz to 512, my crappy laptop speakers can't output 256?]
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[2:30:29][Will this audio system be able to handle music and sound, or will the game have to mux the audio for us?]
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[2:30:29][Will this audio system be able to handle music and sound, or will the game have to mux the audio for us?]
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[2:31:08][How will you make sure that you don't have regressions in some parts that are not that easy to spot right away?]
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[2:31:08][How will you make sure that you don't have regressions in some parts that are not that easy to spot right away?]
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[2:32:39][Why is the pitch of the sound changing after the game has been running a little while?]
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[2:31:54][I'm sorry if I'm being slow, but I still don't truly understand why exactly the audio is jumping. It just seems like we should be able to handle it more simply.]
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[2:31:54][I'm sorry if I'm being slow, but I still don't truly understand why exactly the audio is jumping. It just seems like we should be able to handle it more simply.]
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[2:32:39][Why is the pitch of the sound changing after the game has been running a little while?]
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[2:39:55][Callback to earlier half of question: (I'm sorry if I'm being slow, but I don't truly understand why the audio is skipping.) The original audio skipped when we moved the latency to be inside of three frames.]
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[2:39:55][Callback to earlier half of question: (I'm sorry if I'm being slow, but I don't truly understand why the audio is skipping.) The original audio skipped when we moved the latency to be inside of three frames.]
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[2:42:25][If it's not too much of an issue, can we have line numbers on the side when you are coding so we can get a grip of where you are.]
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[2:42:25][If it's not too much of an issue, can we have line numbers on the side when you are coding so we can get a grip of where you are.]
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[2:43:08][It's more likely to be the accumulation of a small value onto a larger value that is a numerical problem. Mantissas not lining up.]
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[2:43:08][It's more likely to be the accumulation of a small value onto a larger value that is a numerical problem. Mantissas not lining up.]
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@ -1,10 +1,10 @@
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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Push-time Transforms" vod_platform=youtube id=8L21Tyh53BQ annotator=ChronalDragon annotator=dspecht annotator=ZedZull]
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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Push-time Transforms" vod_platform=youtube id=8L21Tyh53BQ annotator=ChronalDragon annotator=dspecht annotator=ZedZull]
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[0:01:13][Opening things up]
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[0:01:13][Opening things up]
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[0:02:38][Blackboard: Aligning to cache lines]
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[0:02:38][Blackboard: Aligning to cache lines]
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[0:09:47][Renderer TODOs]
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[10:01][Renderer TODOs]
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[0:13:10][Today's work: loose ends]
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[0:13:09][Today's work: loose ends]
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[0:16:06][Taking a look at coordinate systems]
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[16:09][Taking a look at coordinate systems]
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[0:10:00][Revisiting the basis transform]
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[17:07][Revisiting the basis transform]
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[0:20:00][Splitting up the update/render]
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[0:20:00][Splitting up the update/render]
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[0:22:42][Doing the basis transform on demand]
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[0:22:42][Doing the basis transform on demand]
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[0:29:33][Getting rid of the EntityBasis]
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[0:29:33][Getting rid of the EntityBasis]
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@ -16,12 +16,13 @@
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[34:54][Testing that we are still running. The memory we'll use for collation should be in place now]
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[34:54][Testing that we are still running. The memory we'll use for collation should be in place now]
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[35:01][Collating the debug information]
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[35:01][Collating the debug information]
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[39:53][(Blackboard) Which event arrays are we going to process?]
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[39:53][(Blackboard) Which event arrays are we going to process?]
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[40:56][][quote 229]
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[41:07][Make CollateDebugRecords() loop over the debug event arrays from oldest to newest]
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[43:51][Processing the debug event arrays]
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[43:51][Processing the debug event arrays]
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[44:45][Multithreading and the possible lack of strict rdtsc serialization could interfere with the ordering of the events]
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[44:45][Multithreading and the possible lack of strict rdtsc serialization could interfere with the ordering of the events]
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[45:16][We'll draw a new set of bars after each frame marker]
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[45:16][We'll draw a new set of bars after each frame marker]
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[49:25][We'll ignore all events preceding the first frame marker we encounter]
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[49:25][We'll ignore all events preceding the first frame marker we encounter]
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[50:20][Figuring out the relative clock of events inside a frame]
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[50:20][Figuring out the relative clock of events inside a frame]
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[40:56]["Sometimes programming just doesn't make sense"][quote 229]
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[52:18]["I liked how that completed to nothings"][quote 230]
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[52:18]["I liked how that completed to nothings"][quote 230]
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[55:56][Q&A]
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[55:56][Q&A]
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[56:57][@andsz_][You could have made your loop this way: for(u32 EventArrayIndex = InvalidEventArrayIndex + 1; EventArrayIndex != InvalidEventArrayIndex; EventArrayIndex = (EventArrayIndex + 1) % MAX_DEBUG_FRAME_COUNT) { ... }; Or did you want to save the modulo?]
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[56:57][@andsz_][You could have made your loop this way: for(u32 EventArrayIndex = InvalidEventArrayIndex + 1; EventArrayIndex != InvalidEventArrayIndex; EventArrayIndex = (EventArrayIndex + 1) % MAX_DEBUG_FRAME_COUNT) { ... }; Or did you want to save the modulo?]
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@ -14,8 +14,8 @@
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[18:00][RecordDebugEvent is not inlined]
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[18:00][RecordDebugEvent is not inlined]
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[18:55][Yes. Wrong translation unit. The forum nailed it]
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[18:55][Yes. Wrong translation unit. The forum nailed it]
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[19:31][Making RecordDebugEvent a macro fixes the issue, but...]
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[19:31][Making RecordDebugEvent a macro fixes the issue, but...]
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[20:18][Owl of Success Moment][quote 239]
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[21:04][... we should get rid of the code related to translation unit indices anyways; it introduces too much complexity and opens the door to subtle bugs]
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[21:04][... we should get rid of the code related to translation unit indices anyways; it introduces too much complexity and opens the door to subtle bugs]
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[20:18][Owl of Success][quote 239]
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[22:42][We won't remove the translation unit indexing yet]
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[22:42][We won't remove the translation unit indexing yet]
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[24:18][Back to visualization. Let's avoid producing regions that would be invisible in our debug plots]
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[24:18][Back to visualization. Let's avoid producing regions that would be invisible in our debug plots]
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[26:14][Introducing options to compile away the profiling code]
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[26:14][Introducing options to compile away the profiling code]
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