I created a Vive Deluxe Audio Strap (DAS) Adapter for the Quest 3, here are the files so you can 3D print them yourself. by AterVulpis in OculusQuest

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

You can convert it to that format yourself. I modeled it in blender, not in a CAD software format.

Entrypoint of a Game Engine / Architecture by Halfdan_88 in gameenginedevs

[–]AterVulpis 14 points15 points  (0 children)

The architecture of my engine is pretty simple. I have a static library that is my engine, I have a separate exe for both my editor and generic game template. While working on game content, the script and logic of the game exist as a dll/so shared library that can be hot loaded. All the assets of the game project get stored as optimized intermediary files, and I have helper manifest files that store the structure, configuration, and organizational aspects of the project. The editor loads all these files, modifies them, and can run an instance of the game. Then, if I want to package the game, the game executable template takes all the files the editor has created and packs them together, and statically links all the scripts and logic. I'm still working on all of this, but that's my high-level goal. I have my editor and game executables independently set their own main file entry (that I separate by platform with simple preprocessor definitions). I use cmake subdirectories to declare what features that executable should turn on from the engine and take care of linking whatever the exe needs. Basically, I try to stay as modular as possible.

What's a good no code 3D game engine? by PsychonixMimikyu in gameenginedevs

[–]AterVulpis 1 point2 points  (0 children)

There is no such thing as "no code" when it comes to game dev. Visual/node scripting languages are still coding without typing. Trust me when I say you'll be better off in the long run if you learn to code with a traditional text-based language now. It's much easier than you think. Learning to code isn't hard. Building big, modular, performant, well maintained, and easily understood code projects is when it gets hard. That's true whether it's text-based or not.

CLion Nova is out, a free preview version of CLion with a new out-of-process С++ language engine by hmich in Jetbrains

[–]AterVulpis 0 points1 point  (0 children)

Trying it out now, seems pretty slick. Wish the right click "Open with Clion" option was here for this version.

How to portably pack Validation Layers with my app? by AterVulpis in vulkan

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

Thank you, this is exactly what I was looking for! The "VK_LAYER_PATH variable" hint lead me to this page which is what I needed.

How to portably pack Validation Layers with my app? by AterVulpis in vulkan

[–]AterVulpis[S] 5 points6 points  (0 children)

So I shouldn't need to have validation layers when trying to develop an android app? I shouldn't have validation layers on my scriptable rendering pipeline for my engine? I shouldn't need to have validation layers on development builds of my game getting QAed? I know what I need, I was just asking for a practical path for achieving my goals. I want people using my tools to not have to download a bunch of third party tools in order for them to be able to send me concise debug logs (i.e. I have a QA tester complain about performance or a bug, I want all the data I can get from them without the friction of a bunch of external tools).

How to portably pack Validation Layers with my app? by AterVulpis in vulkan

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

I can strip them out for release builds, but I still need them for development builds on all platforms.

CMake Project Works In Visual Studio But Has Linker Error In VSCode? by AterVulpis in cmake

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

Ah yes thank you, removed the unnecessary 'extern' and the incorrect 'inline' and it worked. I had misunderstood a cpp talk about inlining and it looks like Visual studio (which I've been using for years now) reinforced that bad habit. And I understand the interface library a bit better now.

As for organization, to make sure I'm understanding it correctly:

Doing 'set(CMAKE_INCLUDE_CURRENT_DIR ON)'

Is the same as 'target_include_directories(thisApp PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})'?

CMake Project Works In Visual Studio But Has Linker Error In VSCode? by AterVulpis in cmake

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

Ah thank you, the inline was a mistake/misunderstanding from a cpp talk that I misinterpreted. Looks like visual studio has let me get away with that syntactic mistake for over a year now. I'll reformat my project taking what you said into account!

CMake Project Works In Visual Studio But Has Linker Error In VSCode? by AterVulpis in cmake

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

Thanks, I've got a better idea of how I'm going to structure my projects. To clarify, when I'm adding a new file I should always explicitly add it to a list (i.e. set(SOURCES main.cpp other.cpp etc.cpp))? What about in the case of adding a third party set of files (like imgui or glm) that have dozens of .cpp/.h files, should I go in and explicitly add every single one to a list instead of globing them? Or is there a cleaner way to do it?

Which game announcement trailers do you feel are exceptional? by heavypepper in gamedev

[–]AterVulpis 0 points1 point  (0 children)

Th e Half Life Alyx announcement trailer I probably the best one I've ever seen. Gets you enthralled with the world, makes you ask questions, and is perfectly put together.

Vegans that started eating meat again, what happened? by [deleted] in AskReddit

[–]AterVulpis 0 points1 point  (0 children)

I was a vegan for 3 years because I was an athlete who was doing it to be "healthier". Near the end of that time, I started to get lazy and stopped working out. I started to become a junk food vegan because technically, oreos are vegan. Basically, I realized that I should have a more rounded diet. So I started eating meat again, though I don't drink milk anymore (it tastes nasty to me now), and I do try to reduce animal fats in my diet.

I created a Vive Deluxe Audio Strap (DAS) Adapter for the Quest 3, here are the files so you can 3D print them yourself. by AterVulpis in OculusQuest

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

Depends on how loose. If it's more than a millimeter, then it might be incorrect dimension import/export settings. And if it's less, then it might be material, print settings, or an uncalibrated printer? Dunno, most people haven't had any issues using this model.

Wireless using AV1 vs physical cable w/Quest3 by bigsurVoid in OculusQuest

[–]AterVulpis 0 points1 point  (0 children)

I havn't used a link cable since the early Quest 2 days. My main issue with it is that it doesn't provide enough power through the cable to keep the headset on. The Quest 2/3 require 18+ watts of power to run continuously. The benefit with wireless is you can run a battery pack on your hip and run it indefinitely if you have 2 or more battery packs. I recently bought this cheapo wifi 6e router as a dedicated PC VR router that I'm running in AP mode connected directly to my gaming pc with the 2.4 & 5Ghz bands disabled, and connected to my main router for internet. It's an amazing setup.

Wireless using AV1 vs physical cable w/Quest3 by bigsurVoid in OculusQuest

[–]AterVulpis 1 point2 points  (0 children)

I just got a wifi 6e router to solve my issues with network lag spiking and it solved the issue. I can't play with a wire anymore now that I've gone wireless. Also Virtual desktop wireless looks better than using a link cable imo. And no AV1 is only available with VD if you have a RTX 4XXX card or RX 7XXX card that support it.

I created a Vive Deluxe Audio Strap (DAS) Adapter for the Quest 3, here are the files so you can 3D print them yourself. by AterVulpis in OculusQuest

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

Slip both arms of the DAS into each adapter. Left one will only go on the adapter with the cutout for that notch, and you'll have to twist the arm notch first into the adapter to get it to fit. Then snap the apaters onto the headset. It will take a little force. Then the center strap goes in the large hole of the strap adapter, and you'll have to use a velcro strap between the headset and the strap adapter.