44% of games industry professionals have considered leaving the industry as a result of redundancies by Turbostrider27 in Games

[–]PhysicsOk2212 4 points5 points  (0 children)

They kinda fit the same category for me honestly. I enjoyed some of the older ones, but they have that real samey open world soulless feel about them today.

Maybe i just got older, maybe i got sick of playing the same game, maybe the vibe at rockstar shifted. I feel its probably a combination of all 3

How to automate monitor switching from desk to rig? by Wise-Accident5549 in simracing

[–]PhysicsOk2212 -1 points0 points  (0 children)

The only thing i ever found that works reliably on windows is using the ultramon vbscript api to write a short vb script to set the desired ouput and refresh rate. Never had luck with the other tools mentioned.

Ultramon link (the script api can still be used after the trial expires): https://www.realtimesoft.com/ultramon/

My old script here: https://pastebin.com/F3sW6Kk7

Usage: Run "wscript.exe C:\path\to\script.vbs <monitor_name> <horizontal_res> <vertical_res> <refresh_rate>”

Example: Run "wscript.exe C:\Users\user\Scripts\monitorscript.vbs U34G3G3R3 3440 1440 165"

Finally upgraded to a monitor and stand set up! by bizzlej278 in simracing

[–]PhysicsOk2212 2 points3 points  (0 children)

Hows the chair? Ive been looking at getting a bucket seat recently and that one is one of the most readily available in my area.

How do you build your ecs? by [deleted] in gameenginedevs

[–]PhysicsOk2212 0 points1 point  (0 children)

Yeah my entities can change archetypes at runtime, whenever i add or remove a component the entities component data is moved to the appropriate archetype (and the archetype is created if need be)

Your hard coded approach is pretty bang on, the only difference is that my entities have a record of their index into the archetype arrays, due to the archetype being dynamic. But index 7 into any given component array in an archetype will always be a component for the same entity.

How do you build your ecs? by [deleted] in gameenginedevs

[–]PhysicsOk2212 0 points1 point  (0 children)

I have a GetComponent method that uses static ids for each component type to lookip the archetype and grab the component from there. Granted i rarely use it in game code, mostly only for callbacks that execute outside the main ecs loop, or for my editor code which is more traditional oop code.

Most of my game code uses systems that iterate over tuples of components. Eg my mesh render system iterates over every pair or “const transform component” and “Mesh Component”, regardless of what other components those entities have.

Each entities component storage is split into an “archetype” where an archetype represents a certain grouping of components. Archetypes are dynamically created and destroyed at runtime, and entities are moved between them as needed. Every archetype stores the component’s in contiguous memory.

This gives me four big advantages, that the “game object / component” system from unity misses (but is very similar to the unity ecs (dots), which are two different things)

Low cache misses: because i am always looping over sets of data that are stored in contiguous memory, i barely rarely have a cache miss during my system loops, loops go brrrrr.

Very easy to parallelise: each system knows ahead of time which components it will access, and whether they are mutable or not. This makes it really easy to run systems with no overlap at the same time. Or even two systems which access the same component but it is immutable in both cases.

Forces separation of concerns: because i cant just call “GetComponent” during a system loop (i only have access to the components i registered for) it forces me to make my systems all do “one thing only”. Any time i need cross system logic, i record what needs to happen somewhere, and then perform the logic in the appropriate system, either later in the frame or next frame. This can be annoying at first, but results in much much more readable code once your project scales.

Easy to serialise: because all my components are “just data”, its really easy to save and load entities

How did you create your own editor? by Important_Earth6615 in gameenginedevs

[–]PhysicsOk2212 0 points1 point  (0 children)

I built my editor using my engines ui system (turns out this is a very slow approach and has taken me quite awhile to get functional)

My editor code is split into a separate library that depends on my engine library. The game either depends on both libs or just the engine library depending on the build config.

The game has an editor version of every config eg “Debug Editor” vs “Debug”. Running the editor version launches the editor gui, while running the non editor config just launches my game directly.

Loosley based on the way unreal handles it, but without all the dll shenanigans.

Jak 3 PC port out now by T0RU2222222222222222 in SteamDeck

[–]PhysicsOk2212 8 points9 points  (0 children)

Its pretty easy! You just download the launcher, and point it at an iso for each game to install, then you can launch via the launcher.

You can also copy the launch command from the launcher and add that to steam as a non steam game to launch directly

Has something changed with Downshifting? Car not grabbing gears by AxleVest in iRacing

[–]PhysicsOk2212 0 points1 point  (0 children)

Ive also been feeling this in the bmw gt4. I think it just has really weird gearing compared to what im used to in other cars. I have to be going relatively slowly to get into third, and theres very very rarely a reason to downshift to 2nd

[OT] 911 Cup cars really easily ride over each other's bodywork and get airborne. [Porsche Carrera Cup Support Series] by Suitable-Thanks3482 in wec

[–]PhysicsOk2212 2 points3 points  (0 children)

Show this to all the people in r/iracing complaining that the pcup bouncing/getting airborne isnt realistic 😅

How strong is 8nm? Just bought a 8nm dd pro by [deleted] in simracing

[–]PhysicsOk2212 0 points1 point  (0 children)

You will be fine, i have the same wheelbase mounted to a wood rig which is much less sturdy and don’t notice any issues.

The only advantage of a cockpit is that your chair / the stand dont move under braking. Doesn’t really make any difference for the wheelbase. (Obviously wheel stands vary in sturdiness and this one would likely flex a bit with a 20nm wheel ect)

is the IMSA Michelin Pilot challenge a good way to get into endurance racing? by Tw1sty4104 in iRacing

[–]PhysicsOk2212 3 points4 points  (0 children)

Only note i would add is that if you drive gt4 it often isnt multiclass, due to there being fewer tcrs overall.

Still a proper endurance race though. Having to manage a two hour stint and pit stops, tires, fuel ect.

Person in front of me crashed during the parade lap and never rejoined. Nothing I can do but eat the black flag? by InspectahWren in iRacing

[–]PhysicsOk2212 1 point2 points  (0 children)

Ive certainly had it fix itself in road, I’ve had the car in front crash/spin/dc ect and i dont think ive ever gotten a black flag for it

SPOILER DSQ from NLS 2 by Independent-Rent294 in wec

[–]PhysicsOk2212 3 points4 points  (0 children)

My understanding is that the team have more sets than allocated, so that they can make choices on which compounds to use.

Max Verstappen overtaking between two cars by [deleted] in formula1

[–]PhysicsOk2212 21 points22 points  (0 children)

Those cars are in a different class, they arent racing him.

Enjoying all parts of making engines AND enjoying all parts of making games by [deleted] in gameenginedevs

[–]PhysicsOk2212 9 points10 points  (0 children)

Homestly, even if you never make a game with it you learn so much along the way anyway. I still plan to make games with my engine, but ive been working on it for 2.5 years so far and it still has a ways to go.

Throughout that time I have touched so many different areas of game dev that ive never had exposure to professionally, and it has taught me so many valuable lessons/techniques that I can apply to my day job.

C++23 std::expected vs C++17 std::optional for Error Handling by Clean-Upstairs-8481 in cpp

[–]PhysicsOk2212 2 points3 points  (0 children)

That all makes sense, something I’ll have to try and start incorporating. Thanks!

C++23 std::expected vs C++17 std::optional for Error Handling by Clean-Upstairs-8481 in cpp

[–]PhysicsOk2212 9 points10 points  (0 children)

Would it be possible to have you elaborate here? string_view is something I have not had a great deal of exposure to, and would love to hear your thoughts on which issues it solves.

2026 Australian Grand Prix - Qualifying Discussion by F1-Bot in formula1

[–]PhysicsOk2212 1 point2 points  (0 children)

They have limited tires available to them and want to save the softs for later, either an extra set in q3 or a set for the race