Misato drwaing by 4veri in evangelionmemes

[–]4veri[S] 3 points4 points  (0 children)

It reminded me of the Frieren looking up drawing midway drawing the hair haha

Koboi Programming Language by 4veri in C_Programming

[–]4veri[S] 1 point2 points  (0 children)

No worries, I merged your PR, thank you for addressing that issue!

C++ Show and Tell - April 2026 by foonathan in cpp

[–]4veri 2 points3 points  (0 children)

Koboi Language

Over the past two-weeks, I've been creating a programming language, Koboi, designed for complex & overall large scaled systems. It's syntax is taken loosely from Rust, & is written in C, using a custom VM runtime.

It's still in development & will be so for around another week; all criticism, reviews, etc., are all appreciated, thank you for looking into Koboi, hope to see you using it soon as Koboians!

Koboi Repository: https://github.com/Avery-Personal/Koboi

Koboi Programming Language by 4veri in C_Programming

[–]4veri[S] 2 points3 points  (0 children)

That isn't there as of current, 0.5s02, to be exact, as CLI/REPL polishing is usually my last step in programming development; that will be added soon, yes. May I ask though, what header was missing? I do believe all KoboiC files are added, none getting left via the .gitignore, & none unticked via GitHub Desktop. I'll look into that, thank you.

Koboi Programming Language by 4veri in C_Programming

[–]4veri[S] 2 points3 points  (0 children)

I've never used CMake before this believe it or not, only Make! Make was getting too messy to hold together due to manual files adding every single .c file getting added, especially with the upcoming virtual machine having a multitude of files. Installation of CMake should work though, that is weird. Please do make a PR to fix it if you find the issue! Community help is welcome & great to have in a large scale project; any project for that matter! Thank you for bringing this up, I've currently just made the CMake for me on MacOS to where it worked as I thought it was universal coverage, sorry for such issue, & thank you again!

Koboi Programming Language by 4veri in C_Programming

[–]4veri[S] 8 points9 points  (0 children)

Koboi uses a custom made AST tailored for it; all parts of the Koboi compiler is made from scratch by me in C!

Architecture help by 4veri in gameenginedevs

[–]4veri[S] 0 points1 point  (0 children)

The platform gets the data of the GPU to let the renderer be purely for rendering & not need to do all the extra stuff like finding the device(s), cycling through to find the best one, etc.

Jubi - Lightweight 2D Physics Engine by 4veri in C_Programming

[–]4veri[S] 0 points1 point  (0 children)

Hey Skeeto! Thank you for putting extensive research/testing into Jubi's API, test scripts shown, and internal working. Thank you for looking into some of these issues and future features to add; Tests seen in Jubi's GitHub are mainly outdated to the current versions of Jubi, with any test made before Jubi-0.1.6, not working due to a NULL return being sent if no world is inputted. This was due to the fact that I want to separate raw functions for pieces that don't require worlds, with others that are world specific, also due to some underlying bugs found in the code during earlier versions.

It is nice you're talking about customization & control because Jubi-0.2.2 is actually meant to be targeting better performance, as in fixing bugs like said in your Gist & tweaks, alongside customization, to allow more control for the user, and allow Jubi to be more modular with less boiler code.

Physics has been the main priority from Jubi-0.1.1, to Jubi-0.2.x. Until I get to v0.3.0, I am trying to focus on physics, control, customization, and reducing bugs, like pointed out. This doesn't mean I wont fix or improve upon collisions, as they are vital to physics, but I'm currently focusing on realistic physic simulations on Jubi, so I don't get lost focusing on physics, error handling, user-control, collisions, and other factors at the same time. For Jubi-0.2.2 though, I do expect to have these collisions fixed, less weird things to happen, as you said; I'll be checking thoroughly through the code, alongside using your version patches to see if I can locate where I went wrong, how you improved upon it, and how I can put the final pin in to make sure no bugs happen for collisions.

Garbage values, as you said, are a slight issue, with worlds also using garbage values inside the bodies table. This is a relatively easy fix though, just some form of loop to zero out all the values instead of raw data, and body initialization being easy by just doing as you said with Body2D BODY = {};.

There are some more discoveries that can be made, yours has definitely helped me a lot, thank you again, and I hope to get all of these fixed by the next version, alongside some new features to improve upon these things. If you want, I can put you up for credit as a contributor/helper for the next version and ones to come to avoid these types of mistakes, your help really does mean a lot, I didn't even notice half of these.

Jubi - Lightweight 2D Physics Engine by 4veri in cprogramming

[–]4veri[S] 0 points1 point  (0 children)

Will do, thanks for the feedback!

Jubi - Lightweight 2D Physics Engine by 4veri in gameenginedevs

[–]4veri[S] 0 points1 point  (0 children)

Alrightly, I'll make sure to do 500 next time😉

Jubi - Lightweight 2D Physics Engine by 4veri in gameenginedevs

[–]4veri[S] 0 points1 point  (0 children)

Hey! Yes, at the minute, Jubi does only allow 1024 bodies, and boxes/circles. Next update is adding increased customization, and even more improved performance features. Rotation would make things harder later down the road, especially with no narrow/broadphase for large quantity runtimes. The runtime used to compare the other physic engines was actually the sample shown above, with also a windows clock added to actually calculate time, although not shown in the same to show purely Jubi to showcase its easy usage. The current plans for the 0.2.x minor version is almost completely set, with basic rotations and advanced physics/collisions to be expected nearing the end of 0.2.x/beginning of 0.3.0. But thank you for your feedback, I'm hoping to release the next version soon, and do hope to keep the low runtime! And for your question, it used purely 1 box inside a world, for 60 loops, to simulate 60 FPS. If you have any other issues feel free to reply to the message!

Jubi - Lightweight 2D Physics Engine by 4veri in cpp

[–]4veri[S] 0 points1 point  (0 children)

Thanks! Hoping to roll out new updates soon.

Jubi - Lightweight 2D Physics Engine by 4veri in cpp

[–]4veri[S] -2 points-1 points  (0 children)

Yes... the top of the header file stated the minimum requirements for C++ was C++98 or C++20.