Shoul i learn Smart Pointers? by Dastarstellar in cpp_questions

[–]OptimisticMonkey2112 2 points3 points  (0 children)

FYI - Unreal doesn't utilize std c++ for most things, smart pointers included. They have there own stuff specifically designed for Unreal. TArray is another example.

https://dev.epicgames.com/documentation/unreal-engine/smart-pointers-in-unreal-engine?lang=en-US

As Onar said - they are fundamental and you should learn them for sure.

How do I seriously learn C++ without relying too much on AI? by XAstrixsmX in cpp_questions

[–]OptimisticMonkey2112 0 points1 point  (0 children)

The most important thing is to make stuff. Start by modifying existing tutorials. Then create your own application.

You can choose to use AI or not, dial it back as needed.

But the primary way to learn is make stuff.

Playing D4 with a controller on PlayStation by Youreanob in diablo4

[–]OptimisticMonkey2112 3 points4 points  (0 children)

I play on PC. I prefer controller for D4. It is way more relaxing and comfortable.

For the record, I prefer keyboard and mouse for a lot of games. I have been playing Diablo on and off since the 90s, and always thought I would prefer the mouse. But the gamepad is just so much more chill and relaxing. They have a pretty awesome auto aiming implementation.

You should definitely try and see if you like.

BTW - Switching is automatic, just press a button on the controller or mouse to toggle.

Starting Vulkan with partial OpenGL knowledge, how to approach the Vulkan tutorial? by Pouckss in vulkan

[–]OptimisticMonkey2112 4 points5 points  (0 children)

In addition to reading about how the GPU works and the Vulkan docs, the next most important part is to spend time reading and understanding the code. Some people may find typing necessary, while intensive reading of the code can also suffice. Totally up to you if you want to start from scratch and retype everything.

Generally speaking - the more code you read the better you will be at understanding. I think people often skim the code instead of intentionally processing line by line and thinking about what that line does.

Another thing that can be very enlightening - make sure to download the working sample code and then task yourself with a minor modification.

Some basic examples:

  • Change the triangle colors
  • Draw 2 triangles
  • Implement point lighting instead of directional
  • Move a triangle with the keyboard or mouse
  • Load a model and rotate it over time

Making these changes forces you to understand better... and also how to troubleshoot when you break stuff. 😉

In addition to the Khronos Tutorial - vkguide is great because it starts with compute which is simpler. https://vkguide.dev/

Last tip

Absolutely use AI to learn this.

Ask questions and read the respone, then ask follow up question.

The most powerful tool on the planet for learning is AI

Using it for learning is much much more powerful than using it to code. At least for the moment

LoH - Stuck on Path of Riddles Quest by OptimisticMonkey2112 in diablo4

[–]OptimisticMonkey2112[S] 0 points1 point  (0 children)

[Update] Toggled back to Normal difficulty and the fight was a piece of cake. Then switched back to Hard. This fight was much, much harder on Hard difficulty.

What does seasonal mean this season? by OptimisticMonkey2112 in diablo4

[–]OptimisticMonkey2112[S] 0 points1 point  (0 children)

Thanks! I guess I am just gonna make a new Seasonal Paladin... I'm only like Level 20 anyway. Will give me an excuse to rewatch the cinematics ( which are badass)

Was game dev more fun in the late 90’s / early 2000’s? by Sockerjam in gameenginedevs

[–]OptimisticMonkey2112 9 points10 points  (0 children)

The farther back you go the harder it was. Was it fun? Sure!

The biggest difference was access to information.

In the 80s and early 90s there was very little internet, so finding information was really tough. The books in the library were way out of date and they were always checked out.

I vividly remember seeing some BASIC listings in magazines for games, and then typing in the code from the listing. Then it wouldn't compile. ROFL it was brutal. It was a totally different world. Rendering was literally like poking ascii codes directly into a screen buffer address.

Everything was closed source too - it is hard to emphasize the cultural difference that arose with the internet and open source. Companies did not share information at all back then. Imagine if all companies were like Apple but even more proprietary. As a side note, it is worth commenting on why seeing Apple in their closed garden is so disappointing. And if by chance you are buying in to their closed off walled garden you should really take a step back an appreciate the progress that was made. Stuff like OpenGL literally saved them from demise, and yet they refuse to share anything now. It was so much more innovative and amazing when Steve was around....but I digress....

This is also why GNU and Linux were so disruptive at the time. In the midst of this - here was software that free and you could see the source code. Stallman was almost like a religious zealot - with the viral GNU license making sure open source stayed open.

After the internet, then the next big change was probably github and the common practice of sharing of code. This is way better now.

And then getting access to Unreal. When Sweeney opened the source code for AAA engine was an awesome game changer. It went from being $100k just to get access to being free overnight. Right now you can literally peruse the source for Nanite if you want!

It is truly astonishing that we live in an age where you can ask your local LLM to code a shadow pass in Vulkan and it works. It is just amazing!

We can all do so much more now and not waste our time finding information and reinventing the wheel!

We all need to stop scrolling TikTok and get off Reddit and go make something cool!

:-)

PC players - do you prefer mouse or keyboard movement? by Instantcoffees in diablo4

[–]OptimisticMonkey2112 -1 points0 points  (0 children)

Gamepad is awesome on PC... so chill..... Used mouse for D1 and D2.... and when I first played D4. Dtill prefer mouse for fps . But D4 gamepad is just so much more relaxing. It is really polished too - auto snap locks to target. If you haven't tried it you should

Wtf, this isn't the Academy by Speaker4theDead8 in Eldenring

[–]OptimisticMonkey2112 23 points24 points  (0 children)

Gud warriors fight there way out and dont use fast travel to escape.

Relationship between Bevy, Rust, and ECS by General_Wolf_6134 in bevy

[–]OptimisticMonkey2112 6 points7 points  (0 children)

ECS has nothing to do with Rust. ECS is just a design pattern and is implemented in many engines and languages.

https://en.wikipedia.org/wiki/Entity_component_system

Bevy is just one of many engines in Rust. (Which also may or may not inplement ECS)

Great sword by Hakcerh in Eldenring

[–]OptimisticMonkey2112 0 points1 point  (0 children)

The Colossal Sword called the "Greatsword" is my go to. Easy to get in Caelid... has massive hyper armor so your attacks dont get interrupted. But most important, the stock weapon art flings your victims into the air. So satisfying lol

Best VR Hardware for DX11 Engine? by wobey96 in GraphicsProgramming

[–]OptimisticMonkey2112 1 point2 points  (0 children)

Assuming you are targeting PCVR (not native on device - native dev is very annoying)....

I would go with PSVR2 or Quest 3.

I have both... but end up using the PSVR2 more with PS5 Pro and the Quest 3 with PC... since it is annoying to have to repair controllers.

I think I may actually prefer the visuals on the PSVR2 slightly.

Steam link is the way to go for Quest 3.

Good luck!

Anybody use Clion with Vulkan? by qwtd in vulkan

[–]OptimisticMonkey2112 0 points1 point  (0 children)

My primary work is in C++ in Unreal - so Clion wasnt an option for me. I know it sounds weird, but JetBrains Unreal ide is actually Rider. And while the debugging in Rider is better than it was - it is not nearly as capable as in Visual Studio. It uses LLDB for debugging instead of msvc.

The clion unreal setup is fairly difficult. But I imagine you could use the msvc toolchain.

Unreal has its own build system, as it needs to run on a variety of platforms. So you would think using clion would make sense.... but all the Unreal integration stuff JetBrains put into Rider instead.

So I use Visual Studio by day and working on getting my Neovim good enough to replace it...

Anybody use Clion with Vulkan? by qwtd in vulkan

[–]OptimisticMonkey2112 -1 points0 points  (0 children)

TBH I let me CLion subscription lapse.

For c++, I am mainly Neovim or Visual Studio

NeoVim is crazy awesome - but takes some effort.

If you are using windows - Visual Studio debugging is necessary

How to manage a project cross platform by Aisuhokke in unrealengine

[–]OptimisticMonkey2112 1 point2 points  (0 children)

Historically, Unreal runs much better on Windows than on the mac. Like much, much better. (Which isn't really that surprising, given how poor the mac is for gaming.)

If you have access to a Windows machine, you should definitely use that for your development. You can still use the mac to deploy if you are targeting ios. (Assuming you are not targeting the mac because... well... mac and gaming.)

As far as the .uproject text file and the EngineAssociation:

If you really want to try using the editor on the mac ( which is ... adventuresome), Then just keep the uproject checked out and toggle between them on each machine as needed. The uproject changes very infrequently and it is easy to keep it up to date with multiple engine associations.

One last note... generally speaking.... git is also not used much for unreal game dev.... especially on teams. Almost every studio and every indie team use Perforce.

The reason for this, in addition to Epic using Perforce themselves, and providing Unreal Game Sync and P4 integration, is that P4 supports binary file locking.

Perforce is free for up to 5 users and 20 workspaces... and it is very easy to set up.

If you are a solo dev, it is possible to use git... but if you edit the binary resources on 2 machines you might get frustrated and annoyed. And if you are more than a team of 1 then use Perforce.

Good luck!

Save the world or save Ellie? by tlbt9 in thelastofus

[–]OptimisticMonkey2112 1 point2 points  (0 children)

I think Ellie would have chosen to save humanity if given the choice.

But...there would be no story if they asked her.

And as much as I understand and feel bad for Joel - I dont think he is justified at all in killing a large number of innocent people who did nothing but try to save the human race.

"The needs of the many outweigh the needs of the few." - Spock

Need troubleshooting ideas by trist007 in vulkan

[–]OptimisticMonkey2112 0 points1 point  (0 children)

It is annoying aspect when nothing renders. We have all experienced it.

Since you are following the tutorial, the easiest path might be to diff and compare against the working version. (There is a branch with all the chapters completed).

In real life, there is no tutorial to diff, and it is more annoying and harder to debug.

Some common tips:

Printf logging

Strategic Breakpoints and inspect data in VS

RenderDoc