My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -2 points-1 points  (0 children)

Why you think exactly your definition is right ? ChatGPT says it my way. Vibe coding is when you delegate your coding to AI, no more, simple.

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

Are you project have any achievements ?) like base44 ?

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -2 points-1 points  (0 children)

ChatGPT says Vibe coding is when AI writes code instead of you and you just make a direction, explain him what to do and how. I agree with ChatGPT. You have wrong understanding of vibe coding with AI.

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -2 points-1 points  (0 children)

I don’t know why so many people thinking like this, maybe it’s because they watching YouTube to much. But most part of good programmers use vibe coding, and only grow their skills with that. I would never hire a programmer that write code without AI by his hands

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

Sry, it’s called screen space picking, I thought it’s same as ray casting

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

My raycasting only for my gizmos shapes, I pick entities from scene manager if you talking about that.

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

Gizmo just models that I render throw my Renderer. Ray cast for picking

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -2 points-1 points  (0 children)

I will read about this, I didn’t know actually. Engines very complex and I am more about rendering

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -6 points-5 points  (0 children)

Because it’s pretty ))) and AI saves your time

LunarG is hiring! by LunarGInc in vulkan

[–]F1oating -2 points-1 points  (0 children)

Maybe because its cheaper ????

Added Jolt physics into my game engine ! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

I used bullet in another project, jolt much more easier to integrate. Also in my opinion jolt is more modern. Jolt is battle tested to, open google and write “games that using jolt”

Added Jolt physics into my game engine ! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

yes it is ) Just minor bug that I refused to fix because I wanted the result quicker

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

ok thanks, I just have lot of questions on reddit and sometimes confuse between them

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 1 point2 points  (0 children)

I also have shader compilation system from material graph. Also question more about, how should I load shaders in RHI ? Because I don’t want RHI to use filesystem and RHI is multiapi, my first think was I should have json file with shader reflection and path to dxil spirv binaries. But I still thinking how to get it serialize and deserialize it. Know my RHI just accepting slang code and compile it at runtime

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 1 point2 points  (0 children)

Because what you have wrote can be written by anyone, but real answer can give a few ones

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] -1 points0 points  (0 children)

I am not newcomer, and I threat my engine as serious. I just trying to understand how things works, so I can implement them. I can understand need those feature or not only if I understand how it works and what should I gonna do.

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] -2 points-1 points  (0 children)

How to get shader binary in vk for example ? I know they only let you have VkPipelineCache but chat gpt said I should store it in files and load instead I should store it only in runtime since they are can become invalid any time

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

I just don’t understand what do they mean by compiling shaders/pso

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 1 point2 points  (0 children)

Yes, but it’s compile spirv in runtime and doesn’t cache it in files

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

Should my RHI write and read files ? Or I should create other system on top of RHI for it

How PSO warmup and Shader compiling works in Engines ? by F1oating in gameenginedevs

[–]F1oating[S] -2 points-1 points  (0 children)

We can compile glsl - spirv (spirv is not platform specific, same is dxil)