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@ -17,7 +17,7 @@ Exploring the compiler implementation has also been an unexpected bonus. Most to
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The codebase setup was smooth. The first sign of things to come was how simple and quickly the compiler built after cloning. Making the build script for the project was also surprisingly painless. I was able to get all the info quickly from the build -help command along with reading the flag entries in the src/main.cpp.
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Raylib was chosen to handle input, rendering (Text and 2D), and windowing, which did the job initially. Hot-reload was up next. Karl Zylinski’s highly praised article was loosely referenced, along with code previously I had written following the Handmade Hero series. Unfortunately, that very series exposed me to Casey’s janky replay feature (abusing memory snapshots), and I wanted to port the feature over to this project.
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Raylib was chosen to handle input, rendering (Text and 2D), and windowing, which did the job initially. Hot-reload was up next. Karl Zylinski’s highly praised article was loosely referenced, along with related content from the Handmade Hero series. Unfortunately, that very series exposed me to Casey’s janky replay feature (abusing memory snapshots), and I wanted to port the feature over to this project.
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The first issue was the core library not exposing the starting address arg for VirtualAlloc in core:mem/virtual. However, a derivative of the virtual arena with the argument exposed was easy to implement. Another issue was allocator procedures not getting auto-remapped across reloads, leading to rolling my own dynamic array and hash table. Later, I realized the builtin containers could have been transmuted to their “Raw” struct counterparts (Raw_Map and Raw_Dynamic_Array in base:runtime/core.odin).
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