Fix timecode chronology in code{020,128,184,187}

This commit is contained in:
Matt Mascarenhas 2018-02-05 23:59:34 +00:00
parent 23f3a19412
commit 9c4edddc10
4 changed files with 8 additions and 7 deletions

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@ -53,8 +53,8 @@
[2:29:42][Could you please increase ToneHz to 512, my crappy laptop speakers can't output 256?]
[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?]
[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?]
[2:32:39][Why is the pitch of the sound changing after the game has been running a little while?]
[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.]
[2:32:39][Why is the pitch of the sound changing after the game has been running a little while?]
[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.]
[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.]
[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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[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]
[0:01:13][Opening things up]
[0:02:38][Blackboard: Aligning to cache lines]
[0:09:47][Renderer TODOs]
[0:13:10][Today's work: loose ends]
[0:16:06][Taking a look at coordinate systems]
[0:10:00][Revisiting the basis transform]
[10:01][Renderer TODOs]
[0:13:09][Today's work: loose ends]
[16:09][Taking a look at coordinate systems]
[17:07][Revisiting the basis transform]
[0:20:00][Splitting up the update/render]
[0:22:42][Doing the basis transform on demand]
[0:29:33][Getting rid of the EntityBasis]

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[34:54][Testing that we are still running. The memory we'll use for collation should be in place now]
[35:01][Collating the debug information]
[39:53][(Blackboard) Which event arrays are we going to process?]
[40:56][][quote 229]
[41:07][Make CollateDebugRecords() loop over the debug event arrays from oldest to newest]
[43:51][Processing the debug event arrays]
[44:45][Multithreading and the possible lack of strict rdtsc serialization could interfere with the ordering of the events]
[45:16][We'll draw a new set of bars after each frame marker]
[49:25][We'll ignore all events preceding the first frame marker we encounter]
[50:20][Figuring out the relative clock of events inside a frame]
[40:56]["Sometimes programming just doesn't make sense"][quote 229]
[52:18]["I liked how that completed to nothings"][quote 230]
[55:56][Q&A]
[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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[18:00][RecordDebugEvent is not inlined]
[18:55][Yes. Wrong translation unit. The forum nailed it]
[19:31][Making RecordDebugEvent a macro fixes the issue, but...]
[20:18][Owl of Success Moment][quote 239]
[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]
[20:18][Owl of Success][quote 239]
[22:42][We won't remove the translation unit indexing yet]
[24:18][Back to visualization. Let's avoid producing regions that would be invisible in our debug plots]
[26:14][Introducing options to compile away the profiling code]