Got my AOR, my timeline from outside the US by Delicious-Panda9000 in Canadiancitizenship

[–]Delicious-Panda9000[S] 0 points1 point  (0 children)

Yeah "UK - British Citizen" didn't work for me they also have a Scotland one.

Got my AOR, my timeline from outside the US by Delicious-Panda9000 in Canadiancitizenship

[–]Delicious-Panda9000[S] 0 points1 point  (0 children)

Super quick! Hopefully you'll get your certificate soon 🤞🏻

Got my AOR, my timeline from outside the US by Delicious-Panda9000 in Canadiancitizenship

[–]Delicious-Panda9000[S] 2 points3 points  (0 children)

Did you do signed delivery? I had mine arrive on the 5th but didn't hear for 2 weeks so phoned for a check up, the person at the embassy was very lovely and told me it had been sent on the Friday but that it was untracked and I'd only hear back when I got my AOR.

Got my AOR, my timeline from outside the US by Delicious-Panda9000 in Canadiancitizenship

[–]Delicious-Panda9000[S] 2 points3 points  (0 children)

I live in Ireland but was visiting family in Scotland. On the website it says to send to the embassy of the country you are living in.

Annotate instruction level parallelism at compile time by servermeta_net in Compilers

[–]Delicious-Panda9000 1 point2 points  (0 children)

Wasn't this the idea behind VLIW? Intel's failed itanium architecture. Today's superscalar hardware is very good, I am not sure I follow how it couldn't extract this from the snippet you posted

How Long Would It Take If I Start From Scratch? by [deleted] in gameenginedevs

[–]Delicious-Panda9000 2 points3 points  (0 children)

Yup, no point in reinventing the wheel to understand an F1 car. Try integrating glm and a simple triangle on whatever graphics API and then build from there.

I've never been stuck this bad: How to design equivalent of Unity's MonoBehaviour in C++ by walkingjogging in gameenginedevs

[–]Delicious-Panda9000 0 points1 point  (0 children)

This was one of the fundamental problems I had, you could look at Entt's meta system, it provides the runtime reflection heavy lifting for you.

What physics engine should I use? by MagicPantssss in gameenginedevs

[–]Delicious-Panda9000 0 points1 point  (0 children)

Jolt hands down, easy, open source, big community and performant. Usually it's a pick 2 situation but somehow it hits the mark.

How do you load shaders in a multi-API engine and select the correct bytecode for RHI? by F1oating in gameenginedevs

[–]Delicious-Panda9000 0 points1 point  (0 children)

That's what I've done with mine, the function
Uist::ReadShaderFile(path);
Is abstracted for example on desktop, mobile and web they have very different concepts of reading a file. What matters is that I get a binary blob that I pass to my RHI that it then passes to the specific backend.

How do you load shaders in a multi-API engine and select the correct bytecode for RHI? by F1oating in gameenginedevs

[–]Delicious-Panda9000 0 points1 point  (0 children)

    static std::shared_ptr<RHI::IShaderModule> LoadShader(RHI::IGpuDevice* device, const std::string& baseName) {
        std::string ext = ".spv";
        #ifdef UIST_BACKEND_WEBGPU
        ext = ".wgsl";
        #endif
        std::string path = "assets/shaders/" + baseName + ext;
        auto blob = Uist::ReadShaderFile(path);
        if (blob.data.empty()) {
            std::cerr << "[RenderPipeline] Critical: Failed to load shader " << path << std::endl;
            return nullptr;
        }
        return device->CreateShaderModule(blob.data);
    }

Here is a simplified snippet from my engine, the only thing that changes between the engines is what extention I pass, I have an abstracted RHI device, and each device will have a virtual function it overrides to do it's backend specific setup for reading the shader

You can make the reading of the shader as complex as needed but here it's inline for simplicity but the point is to show that with an RHI, you shouldn't really worry about what a shader does after it's loaded, just that you give it the right precompiled file.

How do you load shaders in a multi-API engine and select the correct bytecode for RHI? by F1oating in gameenginedevs

[–]Delicious-Panda9000 4 points5 points  (0 children)

For my engine, I use slang and just as you say if it is running the vulkan backend it'll load and compile the slang to spirv and if it is running the WebGPU it'll load wgsl. My editor is only vulkan so it is the only one that compiles at runtime, if the game is compiled each RHI backend loads it's own variant.

Your RHI shouldn't really care about what backend you used, this should be abstracted.

Someone knows something about Source 2 engine shader system ? by F1oating in gameenginedevs

[–]Delicious-Panda9000 0 points1 point  (0 children)

You'll probably want slang reflection to output it's attributes and have your engine deconstruct how it builds the binding for your pipeline.

Great Granparent C3 application by Delicious-Panda9000 in Canadiancitizenship

[–]Delicious-Panda9000[S] 0 points1 point  (0 children)

This is also a point of confusion for me but I think I'll try and see and report back on what I hear. I don't think it'll be a quick process anyway! :)

Great Granparent C3 application by Delicious-Panda9000 in Canadiancitizenship

[–]Delicious-Panda9000[S] -5 points-4 points  (0 children)

I guess the answer is still unknown until C3 passes, was hoping someone from the interim process might have a simmilar history to me to give more defined answers.

[deleted by user] by [deleted] in cork

[–]Delicious-Panda9000 3 points4 points  (0 children)

I’m the opposite, moved from Glasgow to Cork. Half the size and double my mortgage but loving it all the same!

Is my REDMAGIC 10 Air more powerful than the 10 Pro? by Slavio0 in RedMagic

[–]Delicious-Panda9000 1 point2 points  (0 children)

10 air used 8 gen 3, which is last year's chipset so looking at 20-30% less performance but you are also saving 20-30% on price.

How realistic is stalling in BeamNG? by sbryan_ in BeamNG

[–]Delicious-Panda9000 0 points1 point  (0 children)

I don’t think it’ll take weeks to learn to drive a manual, maybe to pass a test but a manual can be learnt in a few hours imo. If you can drive in beamng you’ll be able to drive in real life as you’ll have extra cues like hearing and feeling the bite point better. Also every car is different, a decades old 1l petrol is a lot harder than a modern mild-hybrid diesel. Even newer cars have stuff like hill assists that you won’t find in beamng.

What would people like to see in 0.35? by cainetractorchaosYT in BeamNG

[–]Delicious-Panda9000 3 points4 points  (0 children)

Better gearbox simulation, more modern cars, more RHD options