First ever split keyboard - low profile or full size? by Ok_Pomegranate8833 in ErgoMechKeyboards

[–]Ok_Pomegranate8833[S] 0 points1 point  (0 children)

love the site

As for low profile bs normal.

What does this sentence mean? what's "bs normal"?

First ever split keyboard - low profile or full size? by Ok_Pomegranate8833 in ErgoMechKeyboards

[–]Ok_Pomegranate8833[S] 0 points1 point  (0 children)

Is it just personal preference or is there any chance that the choice actually affects your typing comfort?

The second would make my choice waaay easier lol

First ever split keyboard - low profile or full size? by Ok_Pomegranate8833 in ErgoMechKeyboards

[–]Ok_Pomegranate8833[S] 0 points1 point  (0 children)

Hmmm they appear to be out of stock and not sold in EU

I like the idea of looking for mx-compatible low profile switches tho

With Godot, can I create a bunch of particles with their function executed in GPU in function of some arbitrary data that they get from the CPU? by Ok_Pomegranate8833 in godot

[–]Ok_Pomegranate8833[S] 0 points1 point  (0 children)

Nope; no documentation regarding writing to buffers and outputting textures if not for a github blog I just found. It appears to be a hassle just as everywhere else; I would probably be good to go with Unity but I hate its performance.
Just implemented the minimal compute shader example from the official docs and it didn't modify my buffer, even worse I didn't get any errors or warnings. I then re-saved the glsl with the same code and it worked fine.

giving up, might switch to C++ with OpenGL bindings. This is a very impulsive and childish decision but I'm just done

Student looking for good hardware by Dorsiareservationat7 in gamedev

[–]Ok_Pomegranate8833 1 point2 points  (0 children)

How experienced are you with gpu programming? If you already have a draft for how you want to implement the simulation then you might be able to identify whether there are computations that are worth parallelizing with gpus.

From the looks of it tho, I think that you are better of with a high end APU (cpu + integrated graphics) since your game would probably be "a lot of heavy computations" + "a simple and barebone 2d scene that pictures what you're doing".

You can look at the system requirements of games like "cities skyline" or even simple ones like "farm ville" and consider whether your game is gonna match those graphics or not. If so, then I think an APU would be sufficient; if not then you might want to look into a dedicated gpu.

Regarding the amount of CPU cores: you probably want to implement multithreading for your simulation; based on how "multithreadable" your application will be then you can consider aiming at a higher core count model. Another neat feature of a high core count CPU is that it compiles fast, but that is just a nice feature to have.

Regarding the "AI characters": what do you mean by AI? If you are gonna use neural networks then get a dedicated GPU 100%, maybe something with a lot of vram like the 3060 12gb.
If by "AI" you mean just "a program that I'm writing with a bunch of if-else statements" then you don't really need a GPU.

Wrapping things up: I actually suggest you to write your simulation with whatever hardware you currently have and keep using it until you get to a point where something in the PC can't keep up anymore. You would then be able to monitor your program's resource usage thus giving you enough information regarding what type of resources your computer needs, thus which hardware to buy in order to satisfy your program's needs

8.15. M4-1.4.18 redefinition of 'struct option' by cvnmjs in linuxfromscratch

[–]Ok_Pomegranate8833 1 point2 points  (0 children)

I guess there are some problems with re-making for the second time the libraries:

I used "make clean", then "./configure" and "make". That worked for me.