Thanks! Nothing against SDL. It's a great library, and I referenced its source code a lot while writing the platform layers. But I did find it incredibly satisfying to write everything myself. If you do ever decide to take a crack at it, I highly recommend Handmade Hero as a starting point: https://handmadehero.org/
Thanks for the tip! I'll try to figure out if something similar is happening on either of the machines I'm using. That's a bummer that an in-place update function would be allocating behind the scenes...
Thanks! My first child was born last year, and I started a new job 3 months earlier, so time was definitely not an abundant resource! But between the stress of all that and the pandemic, I found squeezing in an hour or two for this project here and there was one of the few things keeping me sane, and that's what got me through it.
Thanks! This was a revelation for me on a few levels:
1. That memory management doesn't have to be scary with a little forethought, at least for programs where you can set a reasonable upper bound on the resource requirements.
2. That it's possible to structure at least a subset of programs in such a way that error states can only be entered during initialization, and that makes the rest of the program much easier to reason about.
> i even found out that a call like glBufferSubData will call malloc or related functions. so doing that on each frame seems to be a bad idea as well.
That's interesting and not what I'd expect at all! Is there documentation you could point me to or did you find that out with some tooling? And is there a better way to update attribute buffers for instanced draw calls?