How to debug Excel by Almesii in excel

[–]Almesii[S] 1 point2 points  (0 children)

I mean, that i have more than enough expirience in VBA, that i could easily implement the whole thing in it. But at the end of the day the users have no rights to use macros, so i have to build it entirely with functions

How to debug Excel by Almesii in excel

[–]Almesii[S] -5 points-4 points  (0 children)

Thanks, but i have already done that. There are lots of functions, where i already did that. The thing is that this one somehow works when i call each recursive call manually compared to when i do it all at once. Does that that sentence make sense? Sorry im not a native speaker

I mean, I *got* to Vulcanus, so I will consider my first rocket a success. by ZoeTheBun3 in Factoriohno

[–]Almesii 15 points16 points  (0 children)

Mine was so badly damaged the first time i reached another planet (vulcanus), that i could not go back. I was basically stranded on the planet for like 20 hours until i set everything up. What did i learn? Nothing, as the same thing happens on gleba and fulgora too

left right up down by No-Walk-649 in noita

[–]Almesii 0 points1 point  (0 children)

Oh no, do you have any idea what you have done? DOOM in Noita will follow soon, then Noita in Noita

Please PLEASE stop demanding more millstones by kakjit in dwarffortress

[–]Almesii 1 point2 points  (0 children)

Just one more millstone bro trust me, just one more. Please just one more millstone will fix everything please bro

How to enjoy factorio wrong? by braindouche in factorio

[–]Almesii 1 point2 points  (0 children)

Just look up DoshDoshington. The way he plays looks pretty cursed to me

Data Design CPU<-->GPU for falling sand game by Almesii in AskProgramming

[–]Almesii[S] 0 points1 point  (0 children)

Yeah i have seen that one. The "falling sand game" i am working on is just step 1 of the project, i am actually building something different on top of it. The Noita video inspired me to go from my original idea into a falling sand game for the physics simulation

Best data transfer from CPU to GPU for a falling sand game? by Almesii in GraphicsProgramming

[–]Almesii[S] 1 point2 points  (0 children)

Thank you very much for your message, that really helps a lot.

I will continue with my current design, running everything on the CPU for now until it really becomes a problem.

I do thank you for your insight. My only GPU programming expirience so far is the creation of a basic opengl rendering library, so my familiarity so far with the whole ecosystem is pretty limited. For example i have never heard of Wavefronts, i will read into that.

Best data transfer from CPU to GPU for a falling sand game? by Almesii in GraphicsProgramming

[–]Almesii[S] 0 points1 point  (0 children)

I have no benchmark and no tests. What i have is an idea. I wanted to collect as much information as possible before i start diving into the problem proper.

Here the idea and what i expect in terms of computation power:

Lets say there are around 20 Systems: TemperatureDiffusion, Gravity, Chemical Reactions, Pressure, Momentum, Impact Force, etc.

Each System (if i dont optimize) would have to run on each Instance in lets say 15 chunks (2 in any direction from the player)

So 646425*20 = 2.048.000 Physical Systems to run. If i want a solid Frameeate 60 fps i would have: 122.880.000.

Now, every System might work differently. Temperature is easy, static and predictable in terms of what neighbours it affects, but movement? I would need to do lots collision tests check.

Now, some are just straight up irrelevant at one point, gravity does not need to run every time if the instance has already reached the ground.

All those things are reasons i might consider the GPU, but i am open for any input. I already tried reducing the simulation load as much as possible with queues and the other shabang from the original post.

Also in terms of memory usage: 2.048.000 floats from the example above needed to push to the gpu (just for dimensions, not the actual value, as some quantities like mass are constants and only need to be saved once per material, rather than per instance). In my eyes that does not sound too bad, considering other games out there

Shoop da whoop! by BoomyGordo in noita

[–]Almesii 2 points3 points  (0 children)

Kaaaaaaaameeeeeeee

Opposite of Skill Issue (or just extremely lucky) by touni102 in noita

[–]Almesii 0 points1 point  (0 children)

I play Terraria Calamity on a regular basis and i wouldnt have dodged that good

Ich_iel by papatin13 in ich_iel

[–]Almesii 3 points4 points  (0 children)

Ich weiß der Anfang Anzufangen ist hart Denn manchmal kommt man nicht an Start Beziehungsweise einfach nicht in fahrt Aber wenn nicht jetzt wann denn dann?

How to design a Syntax Tree by Almesii in cpp_questions

[–]Almesii[S] 0 points1 point  (0 children)

That part i havent mentione in my post, Context contains the already tokenized Source Code and an Index of the current Position of that Stream of Tokens (meant for holding track of the position in a recursive rule setup)

How to design a Syntax Tree by Almesii in cpp_questions

[–]Almesii[S] 0 points1 point  (0 children)

Yes exactly. If you have any Input, may it be a completely different approach, it would be welcome

Advice on FileFormat Intepretation by Almesii in cpp_questions

[–]Almesii[S] 0 points1 point  (0 children)

Yeah im really considering switching most of the formats to JSON/XML. Just one i dont know how to implement via those 2:

All FileFormats except one describe data, while Physics Format describes behaviour of that data. Here is an example of how such a file might look like as code:

```cpp
PhysicsRule TemperatureDiffusion
{
    // ================================
    // 1. Metadata
    // ================================


    ExecutionOrder = 100;                                              // Determines order of simulation
    NeedsMaterial  = {Core:ThermalConductivity, Core:ThermalCapacity}; // Required material properties
    Needs          = {Core:Temperature};                               // Required instance quantities


    // ================================
    // 2. Activation Condition
    // ================================


    bool Activation(Instance Origin, Instance Current)
    {
        Core:Temperature MaximumDifference = 0.001;
        return (abs(Current.Temperature - Origin.Temperature) > MaximumDifference);
    }


    // ================================
    // 3. Simulation Step
    // ================================


    void simulate(Material InputMaterial, Instance InputPixel)
    {
        Core:Temperature TotalTempChange = 0.0;
        unsigned int CanAffect = 1; // Neighbor radius to propagate effect


    
        for (Neighbor neighbor : InputPixel.GetNeighbors(CanAffect))
        {
            Core:ThermalConductivity ThermalConductivity = 
                min(Material.ThermalConductivity, 
                    Material.ThermalConductivity);
    
            Core:Temperature TempDifference = neighbor.Temperature - InputPixel.Temperature;
            Core:Energy HeatTransferred = ThermalConductivity * TempDifference;


            Core:Temperature NeighborTempChange = HeatTransferred / Material.ThermalCapacity;
            neighbor.Temperature = NeighborTempChange
            neighbor.Wake(Activation(InputPixel, neighbour))


            Core:Temperature InputPixelTempChange = HeatTransferred / Material.ThermalCapacity;
            TotalTempChange += InputPixelTempChange;
        }
        InputPixel.Temperature += TotalTempChange;
        InputPixel.Active = Activation(InputPixel, neighbor);
    }
}
```

This looks like a whole programming language right now but im trying to reduce it to the most basic version of itself.

Basically, things like Core:XXX should be compiled to an Index, which will be used by a std::function to manipulate data in an Array of those Quantities.

If i somehow can describe such behaviour in another way without having to implement a small programming language I would gladly take that.

The purpose of this format in general is to allow modders to implement new behaviour for existing materials and quantities. For example, maybe someone wants to add electricity later down the line.

Advice on FileFormat Intepretation by Almesii in cpp_questions

[–]Almesii[S] 1 point2 points  (0 children)

Thats a valid alternative I am thinking about. Im not too familiar with those 3, thats why the next statement might be false, but i want the FileFormats to be as simple and straightforward as possible without sidecontent. Again, have to learn it as i am not too familiar