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# Handmade Hero Day 025 This example is a Flywheel version of the engine/platform state around Handmade Hero Day 025. It is not a line-by-line port; it is a parity check that the current Flywheel API can support the same kind of game loop and platform services. It demonstrates: - CPU pixel-buffer drawing with the classic weird gradient. - Direct pixel writes for a Handmade-style software rendering path. - Persistent game state stored in `Game_Memory`. - Normalized controller input from keyboard or gamepad. - Continuous generated audio through `Audio_Ring_Buffer`. - Input recording and looped playback. - Linux game-code hot reload. - A small alpha-blended HUD showing bindings and replay status. ## Run ```sh just run example=handmade_hero_day_025 platform=linux_wayland just run example=handmade_hero_day_025 platform=linux_x11 ``` For hot reload: ```sh just run-hot-watch example=handmade_hero_day_025 platform=linux_wayland ``` ## Controls - Move: `WASD`, arrow keys, or left stick. - Pitch tone: right stick Y. - Jump test: `X` or gamepad West. - Record input: `F5`. - Start or stop looped playback: `F6`. - Reset replay session: `F8`. The replay snapshot covers Flywheel-managed `Game_Memory`; it does not capture platform state such as the audio device or loaded shared-library handles. Hot reload keeps the existing game memory alive, so code changes can be tested against the current running state.