Media Summary: Now that the drudgery of setting up a build environment is out of the way, it's time to get down to business and render a window to ... Setting up the debugger and answering a question about CPU utilization. Apologies for the low-res. Still figuring out OBS. We are getting oh so close to rendering graphics

Handmade Hero Mac Os Platform - Detailed Analysis & Overview

Now that the drudgery of setting up a build environment is out of the way, it's time to get down to business and render a window to ... Setting up the debugger and answering a question about CPU utilization. Apologies for the low-res. Still figuring out OBS. We are getting oh so close to rendering graphics Couldn't have been more perfect of an answer! Thank you Casey! Taking the sine wave generating code and moving it into a cross-

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Handmade Hero Mac OS Platform Layer Day 001
Handmade Hero Day 460 - Providing Platform File Information to the Game
Handmade Hero Mac OS Platform Layer Day 002, Opening an NSWindow
Handmade Hero | "Zero" (50 Cycles) Cost Abstractions
Handmade Hero Day 014 - Platform-independent Game Memory
Handmade Hero Day 132 - Asset Streaming
Handmade Hero Mac OS Platform Layer Day 014 Cross Platform Display Output
Handmade Hero Mac OS Platform Layer Day 005 Debugging inside Xcode
Handmade Hero Mac OS Platform Layer Day 003, Allocating a Backbuffer
Handmade Hero Day 305 - Using Memory Arenas in the Platform Layer
Handmade Hero | "Why start from scratch vs Using an engine? Why reinvent the wheel?"
Handmade Hero Mac OS Platform Layer Day 015, Cross Platform Sound Output
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Handmade Hero Mac OS Platform Layer Day 001

Handmade Hero Mac OS Platform Layer Day 001

If you're like me,

Handmade Hero Day 460 - Providing Platform File Information to the Game

Handmade Hero Day 460 - Providing Platform File Information to the Game

Day 460 of coding

Handmade Hero Mac OS Platform Layer Day 002, Opening an NSWindow

Handmade Hero Mac OS Platform Layer Day 002, Opening an NSWindow

Now that the drudgery of setting up a build environment is out of the way, it's time to get down to business and render a window to ...

Handmade Hero | "Zero" (50 Cycles) Cost Abstractions

Handmade Hero | "Zero" (50 Cycles) Cost Abstractions

https://

Handmade Hero Day 014 - Platform-independent Game Memory

Handmade Hero Day 014 - Platform-independent Game Memory

Day 014 of coding

Handmade Hero Day 132 - Asset Streaming

Handmade Hero Day 132 - Asset Streaming

Day 132 of coding

Handmade Hero Mac OS Platform Layer Day 014 Cross Platform Display Output

Handmade Hero Mac OS Platform Layer Day 014 Cross Platform Display Output

A brief discussion of cross-

Handmade Hero Mac OS Platform Layer Day 005 Debugging inside Xcode

Handmade Hero Mac OS Platform Layer Day 005 Debugging inside Xcode

Setting up the debugger and answering a question about CPU utilization. Apologies for the low-res. Still figuring out OBS.

Handmade Hero Mac OS Platform Layer Day 003, Allocating a Backbuffer

Handmade Hero Mac OS Platform Layer Day 003, Allocating a Backbuffer

We are getting oh so close to rendering graphics

Handmade Hero Day 305 - Using Memory Arenas in the Platform Layer

Handmade Hero Day 305 - Using Memory Arenas in the Platform Layer

Day 305 of coding

Handmade Hero | "Why start from scratch vs Using an engine? Why reinvent the wheel?"

Handmade Hero | "Why start from scratch vs Using an engine? Why reinvent the wheel?"

Couldn't have been more perfect of an answer! Thank you Casey!

Handmade Hero Mac OS Platform Layer Day 015, Cross Platform Sound Output

Handmade Hero Mac OS Platform Layer Day 015, Cross Platform Sound Output

Taking the sine wave generating code and moving it into a cross-

Handmade Hero Day 533 - Importing Particles, Scenery, and Items

Handmade Hero Day 533 - Importing Particles, Scenery, and Items

Day 533 of coding