Development Session – Odin and Assembly. Implementing timers in Flax.

This video shows an open and honest real-time session with one of our developers talking through the process of implementing timers within the Flax engine using the Odin programming language developed by Ginger Bill, @GingerGames and the resultant assembly code within Flax needed to use them. It also discusses our internal approaches, practises, methodologies, and the creation of the needed tooling required to set up such a project. It also covers documentation and a look at the book on understanding Odin by Karl Zylinski, @karl_zylinski

Nothing is hidden; you get to see everything, bugs, warts and all, as well as how to resolve them.

About Flax:
Flax is a high-speed assembly language, compiler, and runtime engine originally designed for use in education, for teaching low-level programming concepts without the danger of bricking the machine with native assembly.

External Links to Tools and Resources Being Used:
https://github.com/dj-on-github/bbedit_odin_language_module
https://www.barebones.com
https://odinbook.com
https://zylinski.se/posts/no-engine-gamedev-using-odin-and-raylib/ (RayLib & odin)
https://odin-lang.org

Support:
If you wished to support the Flax project you are welcome to donate securely
through PayPal, or even share any tips and tricks you learned while coding.
https://paypal.me/ChartersTrig?locale.x=en_AU&country.x=AU

Chapters:
00: 00: 00 Introduction
00: 00: 41 A Look at the development environment
00: 01: 03 Project Description
00: 02: 40 Why we chose Odin
00: 03: 20 Integration, documentation and tooling
00: 10: 09 Implementation and testing
00: 49: 29 Initial Flax Assembly Coding and testing
00: 58: 15 Creating a better version
01: 01: 30 Cleaning up
01: 02: 19 Some design decisions and why
01: 04: 45 Yield Phasing
01: 07: 51 Wrap up