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Handmade Hero - S01E112 - Day 112 - A Mental Model of CPU Performance
 

Handmade Hero season 1 episode 112

Day 112 - A Mental Model of CPU Performance

 
Day 112 of coding on Handmade Hero. See http://handmadehero.org for details.
 
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Handmade Hero / S01E112 : Day 112 - A Mental Model of CPU Performance
Season 1, Episode 112 | Aired on May 5, 2015 | TV-G | 78 min. | YouTube
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EPISODES
Season 1
Season 1
Season 1
Season 1
Specials
 
 
  • Handmade Hero - Episode 1 - Day 001 - Setting Up the Windows Build
    Episode 1
    Day 001 - Setting Up the Windows Build
  • Handmade Hero - Episode 2 - Day 002 - Opening a Win32 Window
    Episode 2
    Day 002 - Opening a Win32 Window
  • Handmade Hero - Episode 3 - Day 003 - Allocating a Backbuffer
    Episode 3
    Day 003 - Allocating a Backbuffer
  • Handmade Hero - Episode 4 - Day 004 - Animating the Backbuffer
    Episode 4
    Day 004 - Animating the Backbuffer
  • Handmade Hero - Episode 5 - Day 005 - Windows Graphics Review
    Episode 5
    Day 005 - Windows Graphics Review
  • Handmade Hero - Episode 6 - Day 006 - Gamepad and Keyboard Input
    Episode 6
    Day 006 - Gamepad and Keyboard Input
  • Handmade Hero - Episode 7 - Day 007 - Initializing DirectSound
    Episode 7
    Day 007 - Initializing DirectSound
  • Handmade Hero - Episode 8 - Day 008 - Writing a Square Wave to DirectSound
    Episode 8
    Day 008 - Writing a Square Wave to DirectSound
  • Handmade Hero - Episode 9 - Day 009 - Variable-Pitch Sine Wave Output
    Episode 9
    Day 009 - Variable-Pitch Sine Wave Output
  • Handmade Hero - Episode 10 - Day 010 - QueryPerformanceCounter and RDTSC
    Episode 10
    Day 010 - QueryPerformanceCounter and RDTSC
  • Handmade Hero - Episode 11 - Day 011 - The Basics of Platform API Design
    Episode 11
    Day 011 - The Basics of Platform API Design
  • Handmade Hero - Episode 12 - Day 012 - Platform-independent Sound Output
    Episode 12
    Day 012 - Platform-independent Sound Output
  • Handmade Hero - Episode 13 - Day 013 - Platform-independent User Input
    Episode 13
    Day 013 - Platform-independent User Input
  • Handmade Hero - Episode 14 - Day 014 - Platform-independent Game Memory
    Episode 14
    Day 014 - Platform-independent Game Memory
  • Handmade Hero - Episode 15 - Day 015 - Platform-independent Debug File I/O
    Episode 15
    Day 015 - Platform-independent Debug File I/O
  • Handmade Hero - Episode 16 - Day 016 - VisualStudio Compiler Switches
    Episode 16
    Day 016 - VisualStudio Compiler Switches
  • Handmade Hero - Episode 17 - Day 017 - Unified Keyboard and Gamepad Input
    Episode 17
    Day 017 - Unified Keyboard and Gamepad Input
  • Handmade Hero - Episode 18 - Day 018 - Enforcing a Video Frame Rate
    Episode 18
    Day 018 - Enforcing a Video Frame Rate
  • Handmade Hero - Episode 19 - Day 019 - Improving Audio Synchronization
    Episode 19
    Day 019 - Improving Audio Synchronization
  • Handmade Hero - Episode 20 - Day 020 - Debugging the Audio Sync
    Episode 20
    Day 020 - Debugging the Audio Sync
  • Handmade Hero - Episode 21 - Day 021 - Loading Game Code Dynamically
    Episode 21
    Day 021 - Loading Game Code Dynamically
  • Handmade Hero - Episode 22 - Day 022 - Instantaneous Live Code Editing
    Episode 22
    Day 022 - Instantaneous Live Code Editing
  • Handmade Hero - Episode 23 - Day 023 - Looped Live Code Editing
    Episode 23
    Day 023 - Looped Live Code Editing
  • Handmade Hero - Episode 24 - Day 024 - Win32 Platform Layer Cleanup
    Episode 24
    Day 024 - Win32 Platform Layer Cleanup
  • Handmade Hero - Episode 25 - Day 025 - Finishing the Win32 Prototyping Layer
    Episode 25
    Day 025 - Finishing the Win32 Prototyping Layer
  • Handmade Hero - Episode 26 - Day 026 - Introduction to Game Architecture
    Episode 26
    Day 026 - Introduction to Game Architecture
  • Handmade Hero - Episode 27 - Day 027 - Exploration-based Architecture
    Episode 27
    Day 027 - Exploration-based Architecture
  • Handmade Hero - Episode 28 - Day 028 - Drawing a Tile Map
    Episode 28
    Day 028 - Drawing a Tile Map
  • Handmade Hero - Episode 29 - Day 029 - Basic Tile Map Collision Checking
    Episode 29
    Day 029 - Basic Tile Map Collision Checking
  • Handmade Hero - Episode 30 - Day 030 - Moving Between Tile Maps
    Episode 30
    Day 030 - Moving Between Tile Maps
  • Handmade Hero - Episode 31 - Day 031 - Tilemap Coordinate Systems
    Episode 31
    Day 031 - Tilemap Coordinate Systems
  • Handmade Hero - Episode 32 - Day 032 - Unified Position Representation
    Episode 32
    Day 032 - Unified Position Representation
  • Handmade Hero - Episode 33 - Day 033 - Virtualized Tile Maps
    Episode 33
    Day 033 - Virtualized Tile Maps
  • Handmade Hero - Episode 34 - Day 034 - Tile Map Memory
    Episode 34
    Day 034 - Tile Map Memory
  • Handmade Hero - Episode 35 - Day 035 - Basic Sparse Tilemap Storage
    Episode 35
    Day 035 - Basic Sparse Tilemap Storage
  • Handmade Hero - Episode 36 - Day 036 - Loading BMPs
    Episode 36
    Day 036 - Loading BMPs
  • Handmade Hero - Episode 37 - Day 037 - Basic Bitmap Rendering
    Episode 37
    Day 037 - Basic Bitmap Rendering
  • Handmade Hero - Episode 38 - Day 038 - Basic Linear Bitmap Blending
    Episode 38
    Day 038 - Basic Linear Bitmap Blending
  • Handmade Hero - Episode 39 - Day 039 - Basic Bitmap Rendering Cleanup
    Episode 39
    Day 039 - Basic Bitmap Rendering Cleanup
  • Handmade Hero - Episode 40 - Day 040 - Cursor Hiding and Fullscreen Support
    Episode 40
    Day 040 - Cursor Hiding and Fullscreen Support
  • Handmade Hero - Episode 41 - Day 041 - Overview of the Types of Math Used in Games
    Episode 41
    Day 041 - Overview of the Types of Math Used in Games
  • Handmade Hero - Episode 42 - Day 042 - Basic 2D Vectors
    Episode 42
    Day 042 - Basic 2D Vectors
  • Handmade Hero - Episode 43 - Day 043 - The Equations of Motion
    Episode 43
    Day 043 - The Equations of Motion
  • Handmade Hero - Episode 44 - Day 044 - Reflecting Vectors
    Episode 44
    Day 044 - Reflecting Vectors
  • Handmade Hero - Episode 45 - Day 045 - Geometric vs. Temporal Movement Search
    Episode 45
    Day 045 - Geometric vs. Temporal Movement Search
  • Handmade Hero - Episode 46 - Day 046 - Basic Multiplayer Support
    Episode 46
    Day 046 - Basic Multiplayer Support
  • Handmade Hero - Episode 47 - Day 047 - Vector Lengths
    Episode 47
    Day 047 - Vector Lengths
  • Handmade Hero - Episode 48 - Day 048 - Line Segment Intersection Collisions
    Episode 48
    Day 048 - Line Segment Intersection Collisions
  • Handmade Hero - Episode 49 - Day 049 - Debugging Canonical Coordinates
    Episode 49
    Day 049 - Debugging Canonical Coordinates
  • Handmade Hero - Episode 50 - Day 050 - Basic Minkowski-based Collision Detection
    Episode 50
    Day 050 - Basic Minkowski-based Collision Detection
  • Handmade Hero - Episode 51 - Day 051 - Separating Entities By Update Frequency
    Episode 51
    Day 051 - Separating Entities By Update Frequency
  • Handmade Hero - Episode 52 - Day 052 - Entity Movement in Camera Space
    Episode 52
    Day 052 - Entity Movement in Camera Space
  • Handmade Hero - Episode 53 - Day 053 - Environment Elements as Entities
    Episode 53
    Day 053 - Environment Elements as Entities
  • Handmade Hero - Episode 54 - Day 054 - Removing the Dormant Entity Concept
    Episode 54
    Day 054 - Removing the Dormant Entity Concept
  • Handmade Hero - Episode 55 - Day 055 - Hash-based World Storage
    Episode 55
    Day 055 - Hash-based World Storage
  • Handmade Hero - Episode 56 - Day 056 - Switching from Tiles to Entities
    Episode 56
    Day 056 - Switching from Tiles to Entities
  • Handmade Hero - Episode 57 - Day 057 - Spatially Partitioning Entities
    Episode 57
    Day 057 - Spatially Partitioning Entities
  • Handmade Hero - Episode 58 - Day 058 - Using the Spatial Partition
    Episode 58
    Day 058 - Using the Spatial Partition
  • Handmade Hero - Episode 59 - Day 059 - Adding a Basic Familiar Entity
    Episode 59
    Day 059 - Adding a Basic Familiar Entity
  • Handmade Hero - Episode 60 - Day 060 - Adding Hitpoints
    Episode 60
    Day 060 - Adding Hitpoints
  • Handmade Hero - Episode 61 - Day 061 - Adding a Simple Attack
    Episode 61
    Day 061 - Adding a Simple Attack
  • Handmade Hero - Episode 62 - Day 062 - Basic Moving Projectiles
    Episode 62
    Day 062 - Basic Moving Projectiles
  • Handmade Hero - Episode 63 - Day 063 - Simulation Regions
    Episode 63
    Day 063 - Simulation Regions
  • Handmade Hero - Episode 64 - Day 064 - Mapping Entity Indexes to Pointers
    Episode 64
    Day 064 - Mapping Entity Indexes to Pointers
  • Handmade Hero - Episode 65 - Day 065 - Finishing the Simulation Region Change
    Episode 65
    Day 065 - Finishing the Simulation Region Change
  • Handmade Hero - Episode 66 - Day 066 - Adding Support for Non-spatial Entities
    Episode 66
    Day 066 - Adding Support for Non-spatial Entities
  • Handmade Hero - Episode 67 - Day 067 - Making Updates Conditional
    Episode 67
    Day 067 - Making Updates Conditional
  • Handmade Hero - Episode 68 - Day 068 - Exact Enforcement of Maximum Movement Distances
    Episode 68
    Day 068 - Exact Enforcement of Maximum Movement Distances
  • Handmade Hero - Episode 69 - Day 069 - Pairwise Collision Rules
    Episode 69
    Day 069 - Pairwise Collision Rules
  • Handmade Hero - Episode 70 - Day 070 - Exploration To-do List
    Episode 70
    Day 070 - Exploration To-do List
  • Handmade Hero - Episode 71 - Day 071 - Converting to Full 3D Positioning
    Episode 71
    Day 071 - Converting to Full 3D Positioning
  • Handmade Hero - Episode 72 - Day 072 - Proper 3D Inclusion Tests
    Episode 72
    Day 072 - Proper 3D Inclusion Tests
  • Handmade Hero - Episode 73 - Day 073 - Temporarily Overlapping Entities
    Episode 73
    Day 073 - Temporarily Overlapping Entities
  • Handmade Hero - Episode 74 - Day 074 - Moving Entities Up and Down Stairwells
    Episode 74
    Day 074 - Moving Entities Up and Down Stairwells
  • Handmade Hero - Episode 75 - Day 075 - Conditional Movement Based on Step Heights
    Episode 75
    Day 075 - Conditional Movement Based on Step Heights
  • Handmade Hero - Episode 76 - Day 076 - Entity Heights and Collision Detection
    Episode 76
    Day 076 - Entity Heights and Collision Detection
  • Handmade Hero - Episode 77 - Day 077 - Entity Ground Points
    Episode 77
    Day 077 - Entity Ground Points
  • Handmade Hero - Episode 78 - Day 078 - Multiple Collision Volumes Per Entity
    Episode 78
    Day 078 - Multiple Collision Volumes Per Entity
  • Handmade Hero - Episode 79 - Day 079 - Defining the Ground
    Episode 79
    Day 079 - Defining the Ground
  • Handmade Hero - Episode 80 - Day 080 - Handling Traversables in the Collision Loop
    Episode 80
    Day 080 - Handling Traversables in the Collision Loop
  • Handmade Hero - Episode 81 - Day 081 - Creating Ground with Overlapping Bitmaps
    Episode 81
    Day 081 - Creating Ground with Overlapping Bitmaps
  • Handmade Hero - Episode 82 - Day 082 - Caching Composited Bitmaps
    Episode 82
    Day 082 - Caching Composited Bitmaps
  • Handmade Hero - Episode 83 - Day 083 - Premultiplied Alpha
    Episode 83
    Day 083 - Premultiplied Alpha
  • Handmade Hero - Episode 84 - Day 084 - Scrolling Ground Buffer
    Episode 84
    Day 084 - Scrolling Ground Buffer
  • Handmade Hero - Episode 85 - Day 085 - Transient Ground Buffers
    Episode 85
    Day 085 - Transient Ground Buffers
  • Handmade Hero - Episode 86 - Day 086 - Aligning Ground Buffers to World Chunks
    Episode 86
    Day 086 - Aligning Ground Buffers to World Chunks
  • Handmade Hero - Episode 87 - Day 087 - Seamless Ground Textures
    Episode 87
    Day 087 - Seamless Ground Textures
  • Handmade Hero - Episode 88 - Day 088 - Push Buffer Rendering
    Episode 88
    Day 088 - Push Buffer Rendering
  • Handmade Hero - Episode 89 - Day 089 - Renderer Push Buffer Entry Types
    Episode 89
    Day 089 - Renderer Push Buffer Entry Types
  • Handmade Hero - Episode 90 - Day 090 - Bases Part I
    Episode 90
    Day 090 - Bases Part I
  • Handmade Hero - Episode 91 - Day 091 - Bases Part II
    Episode 91
    Day 091 - Bases Part II
  • Handmade Hero - Episode 92 - Day 092 - Filling Rotated and Scaled Rectangles
    Episode 92
    Day 092 - Filling Rotated and Scaled Rectangles
  • Handmade Hero - Episode 93 - Day 093 - Textured Quadrilaterals
    Episode 93
    Day 093 - Textured Quadrilaterals
  • Handmade Hero - Episode 94 - Day 094 - Converting sRGB to Light-linear Space
    Episode 94
    Day 094 - Converting sRGB to Light-linear Space
  • Handmade Hero - Episode 95 - Day 095 - Gamma-correct Premultiplied Alpha
    Episode 95
    Day 095 - Gamma-correct Premultiplied Alpha
  • Handmade Hero - Episode 96 - Day 096 - Introduction to Lighting
    Episode 96
    Day 096 - Introduction to Lighting
  • Handmade Hero - Episode 97 - Day 097 - Adding Normal Maps to the Pipeline
    Episode 97
    Day 097 - Adding Normal Maps to the Pipeline
  • Handmade Hero - Episode 98 - Day 098 - Normal Map Code Cleanup
    Episode 98
    Day 098 - Normal Map Code Cleanup
  • Handmade Hero - Episode 99 - Day 099 - Test Environment Maps
    Episode 99
    Day 099 - Test Environment Maps
  • Handmade Hero - Episode 100 - Day 100 - Reflection Vectors
    Episode 100
    Day 100 - Reflection Vectors
  • Handmade Hero - Episode 101 - Day 101 - The Inverse and the Transpose
    Episode 101
    Day 101 - The Inverse and the Transpose
  • Handmade Hero - Episode 102 - Day 102 - Transforming Normals Properly
    Episode 102
    Day 102 - Transforming Normals Properly
  • Handmade Hero - Episode 103 - Day 103 - Card-like Normal Map Reflections
    Episode 103
    Day 103 - Card-like Normal Map Reflections
  • Handmade Hero - Episode 104 - Day 104 - Switching to Y-is-up Render Targets
    Episode 104
    Day 104 - Switching to Y-is-up Render Targets
  • Handmade Hero - Episode 105 - Day 105 - Cleaning Up the Renderer API
    Episode 105
    Day 105 - Cleaning Up the Renderer API
  • Handmade Hero - Episode 106 - Day 106 - World Scaling
    Episode 106
    Day 106 - World Scaling
  • Handmade Hero - Episode 107 - Day 107 - Fading Z Layers
    Episode 107
    Day 107 - Fading Z Layers
  • Handmade Hero - Episode 108 - Day 108 - Perspective Projection
    Episode 108
    Day 108 - Perspective Projection
  • Handmade Hero - Episode 109 - Day 109 - Resolution-Independent Rendering
    Episode 109
    Day 109 - Resolution-Independent Rendering
  • Handmade Hero - Episode 110 - Day 110 - Unprojecting Screen Boundaries
    Episode 110
    Day 110 - Unprojecting Screen Boundaries
  • Handmade Hero - Episode 111 - Day 111 - Resolution-Independent Ground Chunks
    Episode 111
    Day 111 - Resolution-Independent Ground Chunks
  • Handmade Hero - Episode 112 - Day 112 - A Mental Model of CPU Performance
    Episode 112
    Day 112 - A Mental Model of CPU Performance
  • Handmade Hero - Episode 113 - Day 113 - Simple Performance Counters
    Episode 113
    Day 113 - Simple Performance Counters
  • Handmade Hero - Episode 114 - Day 114 - Preparing a Function for Optimization
    Episode 114
    Day 114 - Preparing a Function for Optimization
  • Handmade Hero - Episode 115 - Day 115 - SIMD Basics
    Episode 115
    Day 115 - SIMD Basics
  • Handmade Hero - Episode 116 - Day 116 - Converting Math Operations to SIMD
    Episode 116
    Day 116 - Converting Math Operations to SIMD
  • Handmade Hero - Episode 117 - Day 117 - Packing Pixels for the Framebuffer
    Episode 117
    Day 117 - Packing Pixels for the Framebuffer
  • Handmade Hero - Episode 118 - Day 118 - Wide Unpacking and Masking
    Episode 118
    Day 118 - Wide Unpacking and Masking
  • Handmade Hero - Episode 119 - Day 119 - Counting Intrinsics
    Episode 119
    Day 119 - Counting Intrinsics
  • Handmade Hero - Episode 120 - Day 120 - Measuring Port Usage with IACA
    Episode 120
    Day 120 - Measuring Port Usage with IACA
  • Handmade Hero - Episode 121 - Day 121 - Rendering in Tiles (Marathon)
    Episode 121
    Day 121 - Rendering in Tiles (Marathon)
  • Handmade Hero - Episode 122 - Day 122 - Introduction to Multithreading
    Episode 122
    Day 122 - Introduction to Multithreading
  • Handmade Hero - Episode 123 - Day 123 - Interlocked Operations
    Episode 123
    Day 123 - Interlocked Operations
  • Handmade Hero - Episode 124 - Day 124 - Memory Barriers and Semaphores
    Episode 124
    Day 124 - Memory Barriers and Semaphores
  • Handmade Hero - Episode 125 - Day 125 - Abstracting the Work Queue
    Episode 125
    Day 125 - Abstracting the Work Queue
  • Handmade Hero - Episode 126 - Day 126 - Circular FIFO Work Queue
    Episode 126
    Day 126 - Circular FIFO Work Queue
  • Handmade Hero - Episode 127 - Day 127 - Aligning Rendering Memory
    Episode 127
    Day 127 - Aligning Rendering Memory
  • Handmade Hero - Episode 128 - Day 128 - Push-time Transforms
    Episode 128
    Day 128 - Push-time Transforms
  • Handmade Hero - Episode 129 - Day 129 - Adding Orthographic Projection
    Episode 129
    Day 129 - Adding Orthographic Projection
  • Handmade Hero - Episode 130 - Day 130 - Seamless Bilinear Tiling
    Episode 130
    Day 130 - Seamless Bilinear Tiling
  • Handmade Hero - Episode 131 - Day 131 - Asynchronous Ground Chunk Composition
    Episode 131
    Day 131 - Asynchronous Ground Chunk Composition
  • Handmade Hero - Episode 132 - Day 132 - Asset Streaming
    Episode 132
    Day 132 - Asset Streaming
  • Handmade Hero - Episode 133 - Day 133 - Preliminary Asset Structuring
    Episode 133
    Day 133 - Preliminary Asset Structuring
  • Handmade Hero - Episode 134 - Day 134 - Mapping Assets to Bitmaps
    Episode 134
    Day 134 - Mapping Assets to Bitmaps
  • Handmade Hero - Episode 135 - Day 135 - Typed Asset Arrays
    Episode 135
    Day 135 - Typed Asset Arrays
  • Handmade Hero - Episode 136 - Day 136 - Tag-based Asset Retrieval
    Episode 136
    Day 136 - Tag-based Asset Retrieval
  • Handmade Hero - Episode 137 - Day 137 - Matching Periodic Tags
    Episode 137
    Day 137 - Matching Periodic Tags
  • Handmade Hero - Episode 138 - Day 138 - Loading WAV Files
    Episode 138
    Day 138 - Loading WAV Files
  • Handmade Hero - Episode 139 - Day 139 - Introduction to Sound Mixing
    Episode 139
    Day 139 - Introduction to Sound Mixing
  • Handmade Hero - Episode 140 - Day 140 - Implementing a Sound Mixer
    Episode 140
    Day 140 - Implementing a Sound Mixer
  • Handmade Hero - Episode 141 - Day 141 - Streaming Large Audio in Chunks
    Episode 141
    Day 141 - Streaming Large Audio in Chunks
  • Handmade Hero - Episode 142 - Day 142 - Per-sample Volume Interpolation
    Episode 142
    Day 142 - Per-sample Volume Interpolation
  • Handmade Hero - Episode 143 - Day 143 - Pitch Shifting in the Mixer
    Episode 143
    Day 143 - Pitch Shifting in the Mixer
  • Handmade Hero - Episode 144 - Day 144 - SSE Mixer Pre and Post Loops
    Episode 144
    Day 144 - SSE Mixer Pre and Post Loops
  • Handmade Hero - Episode 145 - Day 145 - SSE Mixer Main Loop
    Episode 145
    Day 145 - SSE Mixer Main Loop
  • Handmade Hero - Episode 146 - Day 146 - Accumulation vs. Explicit Calculation
    Episode 146
    Day 146 - Accumulation vs. Explicit Calculation
  • Handmade Hero - Episode 147 - Day 147 - Defining the Asset File
    Episode 147
    Day 147 - Defining the Asset File
  • Handmade Hero - Episode 148 - Day 148 - Writing the Asset File Header
    Episode 148
    Day 148 - Writing the Asset File Header
  • Handmade Hero - Episode 149 - Day 149 - Writing Assets to the Asset File
    Episode 149
    Day 149 - Writing Assets to the Asset File
  • Handmade Hero - Episode 150 - Day 150 - Loading Assets from the Asset File
    Episode 150
    Day 150 - Loading Assets from the Asset File
  • Handmade Hero - Episode 151 - Day 151 - New Platform File API
    Episode 151
    Day 151 - New Platform File API
 
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