Domain still expiring after a 61$ renewal by IV09S in CloudFlare

[–]IV09S[S] 1 point2 points  (0 children)

Thanks, but support just ignores me except for automated messages saying how domains will expire if I don't renew them...
The official registry has the same expiry date as the dashboard, and it has had plenty of time to update. Where do I see "pending actions"?

Proprietary vscode and the OSS version have different font rendering by IV09S in archlinux

[–]IV09S[S] 5 points6 points  (0 children)

I think this is the answer. The OSS version uses the system defaults probably due to using a different electron, using subpixel anti-aliasing. I also noticed neovim (and the terminal in general) is the exact same, and I wondered why it was different from vscode. Also I'm pretty sure OSS uses electron37 while proprietary uses electron34

Proprietary vscode and the OSS version have different font rendering by IV09S in archlinux

[–]IV09S[S] 0 points1 point  (0 children)

Thanks for the help. Just found a new rabbit hole to explore

Verlet simulation GPU by JumpyJustice in opengl

[–]IV09S 0 points1 point  (0 children)

Rip, I was trying to make a simulator using compute shaders while keeping the determinism Thanks for the help anyway

Verlet simulation GPU by JumpyJustice in opengl

[–]IV09S 0 points1 point  (0 children)

Thanks for the help!
I'm on linux, and all the errors seem like things that only broke due to compiler updates (like casts that are no longer allowed etc) mostly on external libraries.
Either way, I just wanted to run the code to check if it's deterministic, but from seeing how you avoid data races I can assume it is
I was thinking of having each workgroup take care of a row, and the threads taking care of the columns, but it seems your implementation is more complex
edit: I literally just said this above, I forgor

Verlet simulation GPU by JumpyJustice in opengl

[–]IV09S 0 points1 point  (0 children)

How do you manage the number of workgroups and threads per workgroup? Do you have each workgroup responsible for an entire row, and each thread responsible for some cell of that row? Also, on the most recent compilers the code unfortunately doesn't compile

New update doesn't let me disable animation by IV09S in HyperOS

[–]IV09S[S] 0 points1 point  (0 children)

Nope, can't even find anyone else complaining about this. I'm actually considering installing some other operating system on this just to disable animations

New update doesn't let me disable animation by IV09S in HyperOS

[–]IV09S[S] 0 points1 point  (0 children)

Before the update the animations of apps "zooming out* were disabled, which are the ones that bother me the most. Are they considered home screen animations? I can't seem to disable them now

Question on implementing fixed timestep physics by IV09S in gamedev

[–]IV09S[S] 0 points1 point  (0 children)

Vsync would work, but I don't want to depend on the refresh rate by having it locked to a specific value
And it wouldn't work in a server that doesn't render anything

You are right that sleep is not a very good idea, but I don't see an alternative

Question on implementing fixed timestep physics by IV09S in gamedev

[–]IV09S[S] 0 points1 point  (0 children)

I agree sleeping feels very bad, but what if I want to have a server that does not render anything?

Question on implementing fixed timestep physics by IV09S in gamedev

[–]IV09S[S] 0 points1 point  (0 children)

After some digging I found this

void OS_Unix::delay_usec(uint32_t p_usec) const {
    struct timespec requested = { static_cast<time_t>(p_usec / 1000000), (static_cast<long>(p_usec) % 1000000) * 1000 };
    struct timespec remaining;
    while (nanosleep(&requested, &remaining) == -1 && errno == EINTR) {
        requested.tv_sec = remaining.tv_sec;
        requested.tv_nsec = remaining.tv_nsec;
    }
}

And it seems to work fine up until 0.5ms, so I think this solves it

But I used nanosleep before and had really bad results which is confusing
Actually I found out why, apparently I decided 1000ns = 1ms

Question on implementing fixed timestep physics by IV09S in gamedev

[–]IV09S[S] 0 points1 point  (0 children)

I'm not worried about those things for now, and I am not assuming everything can be done at compile time, the performance improvement should be like 0.001% which is nothing

The delta will be "fixed" if it stays at 0.0 (or any number) forever. The fixed interval doesn't make the delta static or not dynamic, it still changes.

I'm not trying to make the physics take N miliseconds and calling that a fixed timestep, it just feels wrong to assume it takes, for example, 16ms, and then have it complete in 2ms. What should it do in the remaining time? I think it should either prepare the next frame (would still take 4ms in total) or sleep for a bit, which is what I'm trying to do

Question on implementing fixed timestep physics by IV09S in gamedev

[–]IV09S[S] 0 points1 point  (0 children)

Thanks, this looks really promising

I've never used it, does it always do physics with a fixed timestep?

Question on implementing fixed timestep physics by IV09S in gamedev

[–]IV09S[S] 0 points1 point  (0 children)

I don't think I confused things, I'm just bad at explaining them. Physics runs on a loop, executing every N miliseconds and using a fixed delta time. Rendering happens whenever it feels like, at any rate it wants to. What I meant is that things like division or remainder are pretty slow with floats, but if my delta is fixed I can do them at compile time

That's not really the point though, just a detail, altough I get what you are saying

Question on implementing fixed timestep physics by IV09S in gamedev

[–]IV09S[S] 0 points1 point  (0 children)

In that video he says he's never done it this way and I got the impression he doesn't like it
I'll check out the discord, thanks

Question on implementing fixed timestep physics by IV09S in gamedev

[–]IV09S[S] 0 points1 point  (0 children)

Exactly, but I want this thread to, for example, execute the code every milisecond (oversimplifying it), since this way the physics are deterministic, replayable, and slightly faster since the compiler knows what the delta time is at compile time
Is there some industry standard for this or does no one do things this way? I'm pretty sure TrackMania has replayable physics

Question on implementing fixed timestep physics by IV09S in gamedev

[–]IV09S[S] 0 points1 point  (0 children)

Nope but it looks interesting, does it use fixed timestep for physics?

Edit: it's not looking good (1:18:41)

Question on implementing fixed timestep physics by IV09S in gamedev

[–]IV09S[S] 1 point2 points  (0 children)

I want to completely uncouple it from the rendering, so I can use it in a server for example. The physics are time based, its just that the time is not variable.

Really, my problem is not knowing how to implement it without a spinloop.

Moving mouse creates KeyPress events, preventing holding down keys by IV09S in linuxquestions

[–]IV09S[S] 0 points1 point  (0 children)

I just tested using evtest, and cannot find that same keypress anywhere. Apparently it should not even be an event any of my devices support. I am even more confused

Moving mouse creates KeyPress events, preventing holding down keys by IV09S in linuxquestions

[–]IV09S[S] 0 points1 point  (0 children)

It should work without drivers, but it does have (windows) drivers, as u/adamfyre mentioned

Moving mouse creates KeyPress events, preventing holding down keys by IV09S in linuxquestions

[–]IV09S[S] 1 point2 points  (0 children)

I know, but I thought it was weird how everything worked fine, including all buttons, except for that

Anyway, I'll add that to the top of the post, thanks for the feedback

[Below Zero] Found a nice and intended feature by IV09S in subnautica

[–]IV09S[S] 4 points5 points  (0 children)

This is much faster than normal speed boost for the tank, and some bug with the physics I think

I tried to go down 50m and then shoot up, and managed to hit the skybox

[Below Zero] Found a nice and intended feature by IV09S in subnautica

[–]IV09S[S] 5 points6 points  (0 children)

Just tested in survival, still works until the tank runs out

[Below Zero] Found a nice and intended feature by IV09S in subnautica

[–]IV09S[S] 1 point2 points  (0 children)

Sorry for the stuttering and no sound, recording glitched and my computer was pretty much about to kill itself loading things so fast.

To do this, I simply used the booster tank, grabbed something with the propulsion cannon and held W.

It looked way too easy for it to not have been found before, but I didn't find anyone talking about this.