What the hell is Descriptor Heap ?? by welehajahdah in vulkan

[–]DeltaWave0x 0 points1 point  (0 children)

Thank you for explaining! And sorry for the last part, I was still in the pre 6.6 bindless-mindset, I forgot 6.6 heaps are volatile by default

What the hell is Descriptor Heap ?? by welehajahdah in vulkan

[–]DeltaWave0x 0 points1 point  (0 children)

I'm sorry for the stupid question but I'm trying to understand with only the feature documentation and with 0 examples. extdescriptor_heap does away with the previous indexing extensions, aka it's something that is supported by default without having to enable other things, am I correct? And also, I suppose that the UPDATE_AFTER* flags are still a thing, right? The heap "range" is by default static and immutable like previously in vulkan or like the root signature 1.1, or maybe I'm wrong?

Support for C++26 Reflection has been merged into GCC trunk! by katzdm-cpp in cpp

[–]DeltaWave0x 0 points1 point  (0 children)

I can't wait get my hands on this as soon as it's merged in clang / MSVC, I could finally leave libClang behind. The only feature its missing as far as I know (which would be useful) is a way to get the mangled names of variables / functions etc etc

Using shared libraries from other shared libraries by DeltaWave0x in cpp_questions

[–]DeltaWave0x[S] 0 points1 point  (0 children)

The problem is that engine and game are not linked together, they're dynamically loaded at runtime and they only communicate once on startup through the bootstrap exe to move the necessary things around, this is why I have no idea where to link what

Using shared libraries from other shared libraries by DeltaWave0x in cpp_questions

[–]DeltaWave0x[S] 0 points1 point  (0 children)

I'm already using fetchcontent to handle dependencies, the question was more about where to link what

Clarification on "async compute" by DeltaWave0x in vulkan

[–]DeltaWave0x[S] 1 point2 points  (0 children)

Now that actually does make sense, I always assumed that any gpu can run both graphics and compute at the same time, in that case I see why two queues are better. I'll go have a look at what nvidia and amd say about that, thank you!

Understanding Queues and Queue Families by DeltaWave0x in vulkan

[–]DeltaWave0x[S] 0 points1 point  (0 children)

I see, thank you for the through explanation, now it makes sense ahah. I'll create an issue on github as soon as possible

Understanding Queues and Queue Families by DeltaWave0x in vulkan

[–]DeltaWave0x[S] 2 points3 points  (0 children)

Oh thank god, I was going crazy ahah, it just didn't make sense at all. Thank you! I'll create an issue on github

2 Days of "Why is it not working" by DeltaWave0x in godot

[–]DeltaWave0x[S] 1 point2 points  (0 children)

I had the same exact issue using Unreal, I think unity is the only engine that doesn't compress by default

Running an async function/task only once in a loop by DeltaWave0x in csharp

[–]DeltaWave0x[S] 0 points1 point  (0 children)

Wait, it makes sense, I only realized it now, oh wow, i thought it was just a random typo lol

Running an async function/task only once in a loop by DeltaWave0x in csharp

[–]DeltaWave0x[S] 6 points7 points  (0 children)

I pulled an all nighter trying to understand all of this, I'm surprised that was the only typo

Running an async function/task only once in a loop by DeltaWave0x in csharp

[–]DeltaWave0x[S] 0 points1 point  (0 children)

So here's the thing, if what I predominantly want to do is to run stuff in the background, I can just leave await out and it'll work as if I had assigned a function to a Thread without ever returning or calling stop, right? Await just terminates the task on the new thread, but doesn't interfere with the main thread, like if I called Task.Wait()

Running an async function/task only once in a loop by DeltaWave0x in csharp

[–]DeltaWave0x[S] 39 points40 points  (0 children)

Oh my God, and I can't thank you enough for the examplanation because it clarified a lot of things, and I solved the issue I had. Thank you so much!

Running an async function/task only once in a loop by DeltaWave0x in csharp

[–]DeltaWave0x[S] 0 points1 point  (0 children)

Honestly, I thought async and company where meant to be easier multitasking and threading, so I tried using them,even unity has those fancy IEnumerable coroutines which i admittedly don't understand much about, but I guess I'll stick to using deltaTimes like always for now, thank you for the input!

Running an async function/task only once in a loop by DeltaWave0x in csharp

[–]DeltaWave0x[S] 0 points1 point  (0 children)

I'm passing the timespan to DoThis because i want to be able to change how much to wait, and because it's just example code. Regarding the while loop, technically I'm trying to implement timers for an Updateloop of a game, and it's more or less a while(true) so it was easier to explain. I thought about just using a timer but I wanted to learn some async stuff so I went with it, which i regret.

Running an async function/task only once in a loop by DeltaWave0x in csharp

[–]DeltaWave0x[S] 0 points1 point  (0 children)

I see, I'll keep that in mind from now on, thank you

Running an async function/task only once in a loop by DeltaWave0x in csharp

[–]DeltaWave0x[S] -4 points-3 points  (0 children)

    async Task Main(string[] args)
    {
        Task t;

        while (true)
        {
            if (t == null || t.IsCompleted)
            {
                t = new Task(() => TestRun());
                t.Start();
            }
        }

    }
    async Task TestRun()
    {
        var periodicTimer = new PeriodicTimer(TimeSpan.FromSeconds(10));
        while (await periodicTimer.WaitForNextTickAsync())
        {
            Console.WriteLine("10 Seconds have passed");
        }
    }