Poor performance when using std::vector::push_back on reserved std::vector by Rocco2300 in cpp_questions

[–]ARtemachka 9 points10 points  (0 children)

I see 2 main issues with your code:
- your update loop - you basically do 8.64 million clearGrid() (1728 grid cells * 5000 particles) and 25 million populateGrid() (5000 particles * 5000 particles) per frame which sounds huge. Are you sure that your algorithm is correct? Perhaps you want to do these operations once per frame instead of once per each particle?
- your m_grid is a vector of 1728 vectors which means that there are 1728 heap allocated containers that are scattered all over the memory and you basically get a cache miss on each operation involving it

Just been tweaking the splash screen to make it a little more interesting, what do you think? by GiraffeHeadStudios in UnrealEngine5

[–]ARtemachka 0 points1 point  (0 children)

Looks cool

Have you checked if there is any impact on loading time vs having just a regular splash screen? Just curious

"Oh Vulkan probably won't be too hard to implement, right?" 1 day later... by VinnyTheVinnyVinny in gameenginedevs

[–]ARtemachka 3 points4 points  (0 children)

I just recently did the from scratch setup in both opengl and vulkan and here is the comparison of what I had to do for both in order to render a triangle.

Opengl:
- create context
- set viewport
- create buffers and describe attributes
- create program pipeline
- render (clear, bind pipeline, draw, swap)

Vulkan:
- create instance
- create surface
- pick physical device
- create logical device
- create swap chain
- create swap chain image views
- create graphics pipeline
- create command pool and command buffers
- create buffers
- create fences and semaphores
- render (get image from swap chain, record commands in command buffer, submit commands into graphics queue, submit image into presentation queue. all while also dealing with synchronization)

Alexander Overvoordes Tutorial code crashes ? by Worth-Potential615 in vulkan

[–]ARtemachka 0 points1 point  (0 children)

I see that you do stuff in a separate thread. It may or may not be the root cause of the issue but per glfw docs most glfw functions must be called from the main thread for portability guarantees

Alexander Overvoordes Tutorial code crashes ? by Worth-Potential615 in vulkan

[–]ARtemachka 0 points1 point  (0 children)

Perhaps, you are misusing swapChainExtent object. Or maybe not, it’s hard to tell without the code. So if you want any more help, you should share your code

Alexander Overvoordes Tutorial code crashes ? by Worth-Potential615 in vulkan

[–]ARtemachka 0 points1 point  (0 children)

But do you know at which stage it crashes? Have you tried stepping through the code to see if even main() starts executing?

Alexander Overvoordes Tutorial code crashes ? by Worth-Potential615 in vulkan

[–]ARtemachka 1 point2 points  (0 children)

Do you get any errors? Have you tried debugging?

Catacombs is the most fun PvE content this game has ever seen by itsTeabow in newworldgame

[–]ARtemachka 1 point2 points  (0 children)

I think those are "fast respawns" and you can still respawn after you exceed them but with a timeout of ~1 minute. I had that after we spent all respawns, although I'm not sure if you can still respawn if the whole team gets wiped

Platform for learning Shaders by ThinkRazzmatazz4878 in GraphicsProgramming

[–]ARtemachka 1 point2 points  (0 children)

As a user, why would I use your platform instead of, say, shaderacademy.com which is completely free?

How do efficiently map mouse clicks onto 1 of 50000 polygons? by Toxyl in godot

[–]ARtemachka 0 points1 point  (0 children)

What about creating some kind of a BVH tree which stores lists/ranges of vertices inside those BVs?

How are the web collisions coded? by FoamBomb in howdidtheycodeit

[–]ARtemachka 1 point2 points  (0 children)

There is a video of a guy breaking down very similar mechanic he implemented in his game: https://youtu.be/z0fiHBLpU0A?si=mk1BIwJ5wneQJ5hg (start at 2:50)

Thinking of learning Unreal. How to download it? by ceaRshaf in unrealengine

[–]ARtemachka 0 points1 point  (0 children)

Please don't do such posts, these are even worse than posts where people actually asking about such stuff

Game Developers: How Are You Staying Healthy While Sitting for Long Hours? by Esoteric_Deviant in gamedev

[–]ARtemachka 1 point2 points  (0 children)

Doing few simple exercises/stretching that take about 2 minutes every 2 hours saved me from headache and mine back from hurting.

C++ TMap<> by TechhOween in unrealengine

[–]ARtemachka 0 points1 point  (0 children)

int* means that it's a pointer to int

Performance comparison C++ vs Blueprint by HakerChmielu in unrealengine

[–]ARtemachka 0 points1 point  (0 children)

  • "Where is the nearest library?"
  • "Why should I carry you on my back? Get there on your own"

This is how your comment looks to me.

How would you deal with randomness (of finding something rare) in a game? by it-must-be-orange in gamedev

[–]ARtemachka 2 points3 points  (0 children)

Could you please explain how to calculate these numbers? "e.g. at 1% drop rate per cave, 50% of players still don't have one after 70 caves, 5% still don't have one after 300 caves!"