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    <title>Linux on pvlso</title>
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      <title>Rewriting the Platform Layer: GLFW, Linux, and a Second Window</title>
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      <pubDate>Tue, 20 Oct 2026 00:10:00 -0800</pubDate>
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      <description>&lt;p&gt;This is the second of three catch-up posts. The &lt;a href=&#34;https://www.pvlso.com/posts/asset-system-finished/&#34;&gt;first one&lt;/a&gt; wrapped up the asset system. This one is about the platform layer, the part of the engine that talks to the operating system, which I rewrote almost completely this month.&lt;/p&gt;
&lt;hr&gt;
&lt;h3 id=&#34;how-it-started&#34;&gt;How It Started&lt;/h3&gt;
&lt;p&gt;It started small. I wanted the debug and profiler information in a separate window, so that it wouldn&amp;rsquo;t cover the editor. At the same time I was porting the engine to Linux, using GLFW for windows and input. A while ago I already used GLFW in &lt;a href=&#34;https://www.pvlso.com/posts/refactoring-kaban-engine/&#34;&gt;an earlier refactor&lt;/a&gt;, but the Windows build still ran on the original win32 layer that came from Handmade Hero, and the GLFW layer was mostly a copy of it with Linux bits added.&lt;/p&gt;</description>
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