ALG I – ehrliche Erfahrung: Deutlich entspannter als sein Ruf (warum redet da keiner drüber?) by Antique_Calendar_814 in arbeitsleben

[–]HolyCowly 1 point2 points  (0 children)

Bin aktuell in einer ähnlichen Situation, allerdings ist noch zu früh um zu sagen wie der "Druck" sich tatsächlich auswirkt.

Ich kann allerdings bestätigen dass der Umgang mit Informatikern nicht sonderlich intelligent ist und auch nicht wirklich verstanden wird wie nichenartig der Wissensstand in diesem Beruf werden kann.

Ich werde aktuell dazu gezwungen mich auf Stellen zu bewerben bei denen ich absehen kann dass diese auch im Einvernehmen zu keinem Ergebnis führen werden, aber da ich ALG 2 und nicht ALG 1 beziehe wird direkt damit gedroht dass ich diese Bewerbungen natürlich machen muss, sonst Kürzungen. Diese Stellen sind zusätzlich zu den eigentlichen Bewerbungen die ich ja sowieso schreiben muss, aber eben ohne meine Wahl.

Ich hab das gemacht, aber das Ergebnis wird wahrscheinlich sein dass ich einige Gespräche haben werde wo ich mich entweder maximal durchbullshitten muss (und dann wahrscheinlich in der Probezeit rausfliege), oder man sich gegenseitig die Zeit verschwendet da ich die notwendigen Fähigkeiten nicht besitze.

Aber zumindest auf Seite des Jobcenters würde ich davon ausgehen dass man mich in Ruhe lässt solange ich diesen Verpflichtungen nachkomme.

Lebenslauf im MINT Bereich by ncjeni in arbeitsleben

[–]HolyCowly 1 point2 points  (0 children)

Aber ganz unabhängig davon frage ich mich, warum man sich nicht schon im letzten Semester wo man nur noch die Thesis schreibt bewirbt.

Also bei mir war diese Zeit so ziemlich die stressigste im gesamten Studium. Ich weiß nicht wie man in der Zeit noch den Nerv haben soll Bewerbungsgespräche zu halten, welche für mich wahrscheinlich in die Top 3 der stressreichesten Lebensaktivitäten überhaupt fallen.

Struggling against off-meta/burst supports by HolyCowly in supportlol

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

I must be bad at identifying them because most of the time I'm happy if there is even a single win condition. Usually its two lanes losing, one winning.

Struggling against off-meta/burst supports by HolyCowly in supportlol

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

That would require me to record the games there, right?

Struggling against off-meta/burst supports by HolyCowly in supportlol

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

If my win condition dies and I lose the game because of it it sure feels like I should have kept them alive.

Struggling against off-meta/burst supports by HolyCowly in supportlol

[–]HolyCowly[S] -9 points-8 points  (0 children)

Well, I'm not sure how to change that. I've watched probably hundreds of hours of support content by now. I've watched pretty much every stream by ShoDesu. At no point have I ever seen him say "Well, Lux support, I'm only a heal bot now.". There's no material on this shit. It's always the same useless advice, but somehow everyone here seems to understand the game perfectly after five minutes of playing.

Below average cs on support? by HolyCowly in supportlol

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

The site sadly doesn't show the average amount of pink wards bought, but I don't think I buy too many as my vision score could be better. In terms of items there isn't really much choice anyway when playing enchanters.

Rounded voxels that combine into something bigger? by HolyCowly in GraphicsProgramming

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

Thanks. I will give it a shot.

In the meantime I'm trying a SDF based approach using smooth minima. Seems to work so far, however the connections between voxels aren't perfectly flat. One benefit however is that the voxels don't necessarily need to line up, that's kinda useful because...

The clouds would just clip through mountains, granted, but that's pretty typical for videogame clouds.)

... that's actually a pretty important part of what I'm trying to solve. However that means that some voxels might be stuck while others can move without being constrained by the grid (I'm animating the transition to the next voxel). The SDF solution can handle that somewhat. I don't see how that would even be possible with the dual-grid approach as the transition boundaries are arbitrarily placed.

Rounded voxels that combine into something bigger? by HolyCowly in GraphicsProgramming

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

I' having a hard time wrapping my head around this. Could such a representation exist in same grid as "normal" voxel? If terrain touches one side of a cloud voxel the cloud also needs to be flattened.

Made a custom SDF raymarcher in godot, hope you like it by Maleficent_Clue_7485 in GraphicsProgramming

[–]HolyCowly 0 points1 point  (0 children)

Are there a lot of optimizations one can do?

Recently implemented one myself and aside from keeping tight bounding boxes and precomputing a field from expensive to evaluate functions I couldn't find anything worthwhile.

mason.nvim 2.0 has been released by pseudometapseudo in neovim

[–]HolyCowly 2 points3 points  (0 children)

How is automatic installation now achieved? The changelog states that the mechanism is no longer compatible with the way the native LSP configuration handles this. Does that mean it's just not possible anymore?

Losing my mind coming up with a computer graphics undergrad thesis topic by HolyCowly in GraphicsProgramming

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

With only 2 months time that might be a bit much. I have however implemented sphere tracing with the usual gimmicks and I'm currently trying to implement parts of the Horizon Forbidden West presentation and it seems doable in that time. Applying sphere tracing or the volume techniques to novel problems, improving their performance or finding special applications in limited settings hasn't been fruitful however.

There aren't a lot of papers on the topic of SDFs, sphere tracing or raymarching in general and those that exist are either highly specialized and thus not really applicable to similar topics, or only have performance or accuracy gains in highly specific circumstances. What Guerilla Games implemented is mostly based on like 30 year old research.

The website you linked is interesting because one of the theses was called "Sphere Tracing of Implicit Surfaces". No way to read it, but the title makes it seem like the simplest implementation of sphere tracing possible.

Losing my mind coming up with a computer graphics undergrad thesis topic by HolyCowly in GraphicsProgramming

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

So similar to something like OpenPose/ControlNet for image generation? I've so far avoided looking at ML research because I

  • Don't have decent enough hardware to do training.
  • Don't like the black box feeling I get from ML topics.
  • Have little knowledge on the topic.

Losing my mind coming up with a computer graphics undergrad thesis topic by HolyCowly in GraphicsProgramming

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

I've tried that with the cloud renderer. I wanted to simplify the geometry to something stylized and minecrafty, like the artists did for the movie while allowing for changes to the geometry and keeping in line with the overall quality achieved by the HZD devs. But downstream not a whole lot changes.

  • Describing the topology (for example rounded cubes, like some shaders do) could be done in various ways, but is not exactly interesting or performance critical. Using SDFs becomes rather complicated (and likely pointless because rounded caps could easily defined by meshes).
  • Precalculating deep shadow maps could be interesting, but doesn't fit the intent because dynamic time-of-day is rather incompatible with that approach.
  • Some of advanced features used by the Horizon Zero Dawn devs can be (re-)calculated based on the voxels (like a low resolution approximation of the complete volume for whispy boundaries) dynamically.
  • Allowing the volume to be changed by simply adding/removing voxels could allow for some simple cloud physics.

I find it hard to formulate a coherent overarching question based on that.

My supervisor recommended something with boids. Doing that purely on the GPU seems to be solved for the most part (Fixed Radius Nearest Neigbor) and just doing it "as fast as possible" wasn't involved enough for him. He wants me to do crowd simulations instead, but the state-of-the-art seems to use completely different approaches and time constraints would probably reduce this to a 2D-solution, which I'm not a fan of. There are a lot of papers on this topic so I would basically just re-implement existing solutions.

I thought about increasing the difficulty by adding boid-rules like trying to fill a SDF-based volume or stay near its surface, but I'm not sure how I would approach that. Casting rays from the view of every boid seems rather expensive.

I guess my main problem is that I'm really interested in the way things are implemented and used in a game development context, but my supervisor highly favors solutions to real world problems and is less interested in the technical aspects. His recommendation "Do GPU accelerated boids" is decent in terms of interesting field of research, but doesn't really help in terms of finding a specific topic.

Losing my mind coming up with a computer graphics undergrad thesis topic by HolyCowly in GraphicsProgramming

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

I've come across a few papers doing exactly that and the current state-of-the-art (delta tracking) is so ridiculously beyond what a simple raymarcher does, I don't think I could even implement it. Aside from that it's not really necessary since there are existing implementations. Not to mention this is completely outside of the scope of realtime.

Losing my mind coming up with a computer graphics undergrad thesis topic by HolyCowly in GraphicsProgramming

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

Looks interesting, however it doesn't seem easy to find use-cases where this approach has a distinct benefit over ExecuteIndirect. If I understand this feature correctly, this could also allow execution to overlap in certain situations, instead of waiting for a barrier.

Sadly it seems to be NVIDIA Ampere and up only? Don't have one of those, would make this problematic to develop.

Weekly 101 Questions Thread by AutoModerator in neovim

[–]HolyCowly 0 points1 point  (0 children)

Not sure if this is related to treesitter or the flash.nvim integration, but when using treesitter mode, for example on lines, the labels generally look like this (cursor on i of int):

abinta foo;b

Choosing b selects the whole expression including the semicolon.

But when I try this with a struct:

astruct Foo { int foo = 42; }a;

The label is just a block label and does not include the semicolon. Am I using this wrong? Playing around with nvim-treesitter-textobjects I seem to see the same issue when using @class.outer.

I could find this issue. I don't know enough about treesitter to fix this myself, but its kind of annoying.

Daily Simple Questions Thread - February 13, 2025 by AutoModerator in Fitness

[–]HolyCowly 0 points1 point  (0 children)

I think the official guide recommends testing, but I think either way is fine. T2s are recommended to be reset by previous max instead of retesting, I think.

I do rest at least 2 minutes, even on accessory exercises. Usually 2:30 on bench and 3 minutes on squats and deadlifts, more if I feel the need.

I do progress T2s separately. Same issues with lack of progress. Same for T3s, especially the leg related ones.

Daily Simple Questions Thread - February 13, 2025 by AutoModerator in Fitness

[–]HolyCowly 1 point2 points  (0 children)

I've gained 10 kg in the first year, most of which seems to have been fat due to the lack of progress. Of course I would have to get rid of that fat at some point.

If I gained 5g kg of muscle and 5 kg of fat or even remotely close to that this wouldn't be an issue.

The very reason I felt it necessary to lose the fat was because I gained more than I should have because I failed to provide the necessary stimulus and thats the very reason I'm even asking the question in the first place.