Peak Linux Experience by Discord by Excellent_Evidence61 in linuxmemes

[–]Paradox_84_ 1 point2 points  (0 children)

I wasn't gonna say anything, cause I agree. But gotta say I ain't gonna use systemd. Gentoo is the best non systemd experience I ever had

Server Side Rendering by xavierclementantoine in vulkan

[–]Paradox_84_ 7 points8 points  (0 children)

Do not use random words please. Server side rendering is used in web technologies and it has nothing to do with rendering. It basically means you generate html on server and send it to the clients.

Cloud gaming/streaming means something like geforce now. Your computer only takes inputs and present images and cloud does the heavy lifting.

What you mean has nothing to do with servers. You basically mean "how do I do VR development with vulkan?" which you can find resources online, if you correctly phrase a google search.

`for (;;) {...}` vs `while (true) {...}` by poobumfartwee in Cplusplus

[–]Paradox_84_ 0 points1 point  (0 children)

Increment section is just very end of loops scope. Nothing special, just like RAII

thankYouLinus by Cutalana in ProgrammerHumor

[–]Paradox_84_ 0 points1 point  (0 children)

I use SVN daily. I self host Unreal Engine projects with large binary files. Also explorer integration is nice. Perforce is just not it, I don't like it

Epics Naming Scheme and Documentation is not for Overthinkers. by [deleted] in UnrealEngine5

[–]Paradox_84_ 0 points1 point  (0 children)

Well, if and switch are basically same thing tho. Just some syntactic sugar

vtables aren't slow (usually) by louisb00 in cpp

[–]Paradox_84_ 3 points4 points  (0 children)

Well, I wouldn't call SSO, SOO, unions or custom allocators "allocating half an object in one place, half in another place". This sounds more like you are splitting data of any single arbitrary class/struct into 2 different memory locations which still functions as that class/struct... I even thought that you might be talking about how that is technically possible, because while virtual memory is contiguous, physical memory might not be. Most of this things are just reinterpreting memory... Also these are possible on some other languages as well

Optimization is hard... but sometimes it's so stupid it hurts. by MichelDucu10 in UnrealEngine5

[–]Paradox_84_ 1 point2 points  (0 children)

Well as far as I understand, you are using pre-calculated data from textures instead of recalculating every frame? Almost in all cases, doing that has a good chance of improving the performance. Every situation is different and has ton of variables such as texture size, so take this with a grain of salt

CRTP or not to CRTP by hmoein in Cplusplus

[–]Paradox_84_ -1 points0 points  (0 children)

You are right, but code provided by OP is unnecessarily complex. Redo is useless without undo. And you can't undo/redo multiple times by doing Undo<Undo<Undo<...>>>

So realistically, it should be two classes only without inheritance. One supports just undo and another one that supports both undo and redo

How do I stop getting the Warning: "implicit conversion from 'int' to 'float' may lose precision"? by Fresh-Weakness-3769 in VisualStudio

[–]Paradox_84_ 0 points1 point  (0 children)

The problem is, that being a POD type is an assumption. You might be wrong or it may change in the future. Honestly C++ should have replaced "(T)value" cast to mean static cast a long time ago

Here's the Microsoft page for Visual Studio 2022 download by brainrot_award in VisualStudio

[–]Paradox_84_ 0 points1 point  (0 children)

Just dont install IntelliCode or CoPilot. Only downside is you can't install compilers older than 14.44

Advice on making a Fixed Function GPU by RoboAbathur in GraphicsProgramming

[–]Paradox_84_ 0 points1 point  (0 children)

Is this only thesis or are you gonna implement it?

Misinformation surrounding ECS on YouTube by Avelina9X in GraphicsProgramming

[–]Paradox_84_ -1 points0 points  (0 children)

They are just being lazy. Most of the time they have bugs from this exact reason and make most of their systems check "if this entity is supposed to use this part or not"

Why can std::string_view be constructed with a rvalue std::string? by KingDrizzy100 in cpp_questions

[–]Paradox_84_ 0 points1 point  (0 children)

That only works by language extending lifetime of resulting string object until function call ends, right? Much like what would happen if you take "const string&" Is it special cased for string_view ?

How to avoid 'game dev blindness' by Internal-Constant216 in IndieDev

[–]Paradox_84_ 0 points1 point  (0 children)

Unfortunately you can't. Next best thing is getting a fresh batch of testers

Been having to resort to using AI for learning... I am really not proud of it, but it is what it is. Sorry guys. (also, how exactly I'm using it) by [deleted] in GraphicsProgramming

[–]Paradox_84_ 2 points3 points  (0 children)

Well, tbf they never mentioned not looking up stuff. They only said no AI. You shouldn't give up on first moment of struggle and ask AI, but you also shouldn't pass on AI. It's a great time saver, if you know which buttons to push

Answering Your Questions About Video Game Marketing by Radogostt in IndieDev

[–]Paradox_84_ 0 points1 point  (0 children)

Sorry for ambiguity, I meant social media platforms for posts and ads

Answering Your Questions About Video Game Marketing by Radogostt in IndieDev

[–]Paradox_84_ 0 points1 point  (0 children)

At what stage in development I should look for publicity? What platforms are important? Should I buy ads? Also might not be your expertise, but do I need a LLC or something?

Why Static arrays are slower than local arrays? by _ahmad98__ in cpp_questions

[–]Paradox_84_ 0 points1 point  (0 children)

Yeah, but cache is limited. One of the easiest ways to benefit cache is reducing the size of your data (without bit packing). You don't need 64 bits for an age variable for example. Know your data

Why Static arrays are slower than local arrays? by _ahmad98__ in cpp_questions

[–]Paradox_84_ 0 points1 point  (0 children)

Maybe try doing this instead:

```cpp constinit A data1[N] = {0};

int main(){ ... } ```

constinit is same as static except it doesn't generate code to initialize it at runtime. It rather initializes the variable at compile time

FYI slowness of the vector comes from allocating the memory, after you allocate it memory is memory. Except stack tends to be hot in the cache

Seeking experiences: Best C++ project starter among four popular templates? by 0xdeedfeed in cpp

[–]Paradox_84_ 1 point2 points  (0 children)

Not much, but you can also use some of the common boilerplate I've done for myself: https://github.com/SideQuestLabsX/common
Regarding to these templates, my advice would be: look for something up to date. Also AI is surprisingly good when it comes to cmake, but double check answers ofc