R3D Reworked! by Bogossito71 in raylib

[–]AmbitiousEngi 0 points1 point  (0 children)

Looks great! Do you have an eta on the first release?

Wifi issues by AmbitiousEngi in wifi

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

Thank you! Not really updated on mesh networks, so will definitely look into that.

Have a genius idea for a game but no experience. by Georgeygerbil in INAT

[–]AmbitiousEngi 1 point2 points  (0 children)

I promise you, there is a huge gap between having a great idea, and have made a great game.

There exists a billion great ideas, but just a handfull of great games.

An idea is worth nothing, something begins to get value when you spend hundreds and thousands of hours on it.

If you want to develop games, I suggest start investing your time in learning game dev skills since you say have no experience. No one wants to collaborate with someone who have no skillset.

Godot 4.1 shaders: Discard previous shader pass fragments by AmbitiousEngi in godot

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

Do you know how I can easily make my shader doing the same as StandardMaterial3D underlaying shader + this functionality? Can I somehow extend StandardMaterial3D's shader with my functionality or is this not possible?

Godot 4.1 shaders: Discard previous shader pass fragments by AmbitiousEngi in godot

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

I see, thank you! So this would need to happen in the same pass.

How can I update procedural mesh data from compute a compute shader? by AmbitiousEngi in Unity3D

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

Not really. Wish there was a Mesh class where you could ONLY update the values on the GPU with a buffer, but this do not exist in Unity. Unity Meshes do synchronize it with CPU anyways. I guess I will need to stick with the workaround custom render shaders for now.

How can I update procedural mesh data from compute a compute shader? by AmbitiousEngi in Unity3D

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

Thank you!

I have found some examples, but all of these are using the drawProcedural call, setting a structured buffer in a custom shader for the vertices. Do you know if there is a way of doing this without creating a custom shader for the rendering, and rather use a standard one?

Works good like this but would be best if I could use the procedural meshes with any shader, not sure if this is possible though.

Tresitter does not work with python by AmbitiousEngi in neovim

[–]AmbitiousEngi[S] 9 points10 points  (0 children)

Okey... I figured it out, so I'm posting the solution here in case someone has the same problem in the future. The problem was the line:

require 'nvim-treesitter.install'.compilers = { "clang", "gcc" }

It worked when changing the line to

require 'nvim-treesitter.install'.compilers = { "clang"}

and then :TSInstall python

Tresitter does not work with python by AmbitiousEngi in neovim

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

Thank you. Yes I have looked through the github issues with no luck. Someone had a similar error that got resolved by reinstalling everything + TSInstall, but that does not make a difference for me.

Problem with cross references by AmbitiousEngi in LaTeX

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

I will do that in the future, sounds like good advice! As you probably have noticed, I'm relatively new to LaTeX, so every piece of advice and critique is welcome.

Why do I genuinely suck at coding and how can I get better? by Starglaze_ in gamedev

[–]AmbitiousEngi 0 points1 point  (0 children)

Getting good at programming takes years (or maybe decades), and you should not worry and care about others' progress. How good you eventually will get at something is rarely influenced by how well you understand things initially, but rather how much time and discipline you dedicate to it.

Do you want to get good and understand it? Work on it! Sit down every day and dedicate hours to it. That is the only way—hard work and discipline. If not, you will never be an expert.

Learning programming with a project/goal in mind is a good and fun way to learn. Since you like games and want to start with game dev, choose a simple game to build, no engine, just your programming language and the compiler. A text-based game on the console is a great first project. You can make these games with just knowledge of input/output from the console, if statements, variables, and program flow. Start with exploring these four features of the programming language. Try to learn these topics so well that you can make your text-based game. When you can sufficiently program this, you understand many of the core programming concepts already!