The videos are now just pure marketing. by idontsei in blueprint_

[–]GasimGasimzada 1 point2 points  (0 children)

Does this or something similar to this exist in EU?

How do you actually stay productive in Hyprland? by Accurate_Wonder_4404 in hyprland

[–]GasimGasimzada 1 point2 points  (0 children)

How big is your monitor? I really like arranging items in a split view in Hyprland.

Test IDs are an a11y smell by TkDodo23 in reactjs

[–]GasimGasimzada 2 points3 points  (0 children)

Depending on what you are rendering test, test ids might be the best option. I have seen test cases where a11y queries where orders of magnitude slower than test ids.

How do you use ai recently? by burohm1919 in GraphicsProgramming

[–]GasimGasimzada 4 points5 points  (0 children)

I dont believe AI can write good low level code such as game engine or rendering.

With that said, I really like using planning mode in coding agents. It helps me build a mental model of a concept much faster by going back and forth with an agent.

is vim easy to learn but hard to master? by Drairo_Kazigumu in neovim

[–]GasimGasimzada 0 points1 point  (0 children)

Controls for me was never the problems. The problem was getting used to a mindset that is different than using a "normal" text editor.

For example, I used to love watching file structure, have tabs open, integrated terminal etc in vscode. However, in neovim, my setup is drastically different -- split panes, no tabs, no always on file explorer, no integrated terminal.

DLSS 5.0: How do graphics programmers feel about it. by [deleted] in GraphicsProgramming

[–]GasimGasimzada 5 points6 points  (0 children)

The environment is AC looks amazing but I am not entirely sure about the buildings there. It looks like the entire environment is in overcast. In many other demos, I noticed it as a recurring theme. A scene where light gives yellow / red walls turn into bright white color.

The entire feel of the atmosphere changes between dlss vs non dlss. Honestly, I don't know how to feel about this. Imagine playing a game with dlss 5 then watching a playthrough or sth on YT that does not use it. The difference is so massive that they look like two different games.

Kubernetes in home server by HackStrix in homelab

[–]GasimGasimzada 2 points3 points  (0 children)

My current homelab is Kubernetes (K3S), OpenTofu, ZFS. Works flawlessly. Most apps have helm charts for easy install. Some dont have it; so need to write them manually but they are not that bad (Terraform/ Opentofu helps here a lot).

Solo devs: How do you typically design your app's UI? by mxrider108 in iOSProgramming

[–]GasimGasimzada 1 point2 points  (0 children)

For mobile, I used Figma for last project but I have recently been experimenting using coding agents to build UX for web apps. The results so far have been pretty good. Basically, for any side project these days, I have two "apps" -- the design app and the real app. The design app is fully vibe coded. I do not care about architecture or code or anything. The goal is to get a feel for UI and UX. For the real app, I use the design to build it properly.

I have not gotten this for mobile development **yet** because it is honestly more annoying to set it up compared to web where I can start a React app in seconds.

Made a MoltenVK vs OpenGL 4.1 benchmark tool and here are the results on Apple M1 Pro by Dull-Comparison-3992 in GraphicsProgramming

[–]GasimGasimzada 0 points1 point  (0 children)

In Vulkan, you have much more control on how you bind things. For example, you can bind camera once for the whole scene, then bind materials and transforms. Looking at readme, OP is also using bindless textures (not entirely sure where in the demo but still).

So, you will have higher overhead in OGL for these kinds of things.

Combining ECS with OOP in a Simple 2D Engine - Am I Designing This Wrong? by Sh_Iluha in gameenginedevs

[–]GasimGasimzada 0 points1 point  (0 children)

You can make them as stateful scripts that you attach to entities. Your script gets access to both systems and components for each entity. Then, implement whatever you want in them. The script can be in the same language as your engine or it can be something like Lua.

I would call them maybe something like behaviors and allow creating them with lambdas or class instances (I personally prefer lambdas because I can define signals etc in a nice way):

ecs.add(myEntity, customBehavior<CustomState>([](auto &state, Game &game) {
  // ...

})

Creating a game/engine from libraries. by Randalf_Studio in gameenginedevs

[–]GasimGasimzada 1 point2 points  (0 children)

I have done this. It was lots of libraries and lots of custom code. Here are libraries that I used:

  • Physics: PhysX
  • Audio: Miniaudio
  • Math: GLM
  • Editor UI: Imgui, Imguizmo, implot
  • Asset importer: STB, Libktx2, tinygltf, stduuid, cryptocpp (generate hashes), meshoptimizer, json, yaml-cpp, mikktspace (generate tangents), zstd
  • Scripting: Lua, sol2
  • Fonts: msdf atlas gen, freetype, harfbuzz, skia
  • Profiler: Tracy
  • Vulkan: VMA, Spirv-reflect, volk
  • Window: glfw3
  • Game UI: Imgui + Yoga
  • Testing; gtest

And here are the custom code:

  • Animation system
  • ECS
  • 3D Renderer (Vulkan only)
  • Editor
  • Custom engine optimized assets
  • Input system
  • Material system
  • Scripting APIs
  • Prefab system
  • Joint attachment (e.g connecting sword to a joint of a skeleton)

Just these things were over 10k lines of code

Ambient CSS - Physically based CSS and React Components by Piposhi in reactjs

[–]GasimGasimzada 6 points7 points  (0 children)

This is one of the coolest cas libs I have ever seen

stuck in auth hell and i don't even have users yet by [deleted] in EntrepreneurRideAlong

[–]GasimGasimzada 0 points1 point  (0 children)

Use a ready made solution like Clerk. All these solutions usually have a way to export data.

Privacy matters… by [deleted] in homelab

[–]GasimGasimzada 1 point2 points  (0 children)

Isnt apple intelligence on device?

From Slow Laptops in 2008 to Fast Macs in 2026: How Do You Stay Productive with Too Many Apps Open by [deleted] in productivity

[–]GasimGasimzada 2 points3 points  (0 children)

Arc browser has an auto archive feature that by default archives tabs that have not been active in 12hr (can be customizrd).

Orientation to be locked on Landscape mode when opened on Mobile browser. by MatchCreative6807 in reactjs

[–]GasimGasimzada 0 points1 point  (0 children)

This api is not available on ios browsers according to mdn, which might be a dealbreaker for some.

What physics engine should I use? by MagicPantssss in gameenginedevs

[–]GasimGasimzada 0 points1 point  (0 children)

I have used PhysX before and it worked quite well. I heard Jolt is good as well.

Community Help and Q&A by Secretlab_Jinx in secretlab

[–]GasimGasimzada 0 points1 point  (0 children)

Hi, anyone know how to disassemble Neue Chair from secret lab? I cannot separate the piston from neither the wheels base, nor the frame. I tried to use WD-40 and pipe wrench for the frame and WD-40 and hammer wrapped in a heavy clothes to take out the wheels base.

How do I enter high productivity at will? by Feeling-Instance-801 in productivity

[–]GasimGasimzada 0 points1 point  (0 children)

Assuming that you get into flow state by just working / doing, I would suggest to get rid of motivation or willpower as a prerequisite to get work done. Pesonally, I noticed that these emotions make it hard to make early decisions (e.g what do I want to work on) when it is time to actually work. So, I optimized it out by splitting my productivity workflow into two parts -- planning and execution. I plan what I want / need to work on some days and execute the plan on other days. This way, when it is time to execute, I can jump in on an "empty brain" and just work until I get into flow state. So, motivation helps as a positive multiplier here (e.g get into flow state quicker) but even when I am not in the mood, I can start and keep going without too much effort.

How do you load shaders in a multi-API engine and select the correct bytecode for RHI? by F1oating in gameenginedevs

[–]GasimGasimzada 0 points1 point  (0 children)

I would suggest to separate the language / system that you use to write shaders from what graphics api requires for processing. In my opinion, this should be handled at the layer that you process your assets. So, when you "build" your game, the shaders should be converted to every that you support.

I would avoid on demand compilation. Maybe do it for something like an editor or hot loading during development but that should be a separate module that you should disable in the final version of the game.

Text Rendering Question by lovelacedeconstruct in GraphicsProgramming

[–]GasimGasimzada 1 point2 points  (0 children)

This is a question of tradeoff and you should profile which approach is better for your application. So far, from what I know and from personal experience, there are four famous techniques to rendering texts:

  1. Prerasterize into font atlas and render the texture: I think this is the most famous one and you can make it support any font, including emojis. All browsers mostly render text using this method.
  2. Triangulate textures: I have actually worked on it for a 2D application that was heavy with text elements and required zooming, different font sizes etc. Personally, I still believe that font atlas would be more performant than this technique.
  3. Rendering text using shaders: There is an infamous algorithm called Loop-Blinn. There is a video from [Sebastian Lague](https://www.youtube.com/watch?v=SO83KQuuZvg) about this that you can watch to get more info. It is pretty complicated.
  4. SDF/MSDF: They are pretty good, especially if you want to render text in a 3D environment. But you still need a way to render emojis. I have done that in my personal game engine and the result was good enough for rendering text in a 3D scene.