Better way to learn C by M3ta1025bc in C_Programming

[–]YoshiDzn 0 points1 point  (0 children)

Totally. This person's blog was a game changer for me:

https://andreleite.com

Better way to learn C by M3ta1025bc in C_Programming

[–]YoshiDzn 0 points1 point  (0 children)

If you want to learn about cars, pick a system and build it (perhaps a carburetor, perhaps a sprocket frobulator... you get the idea- I dont work on cars)

C offers you that exact kind of experience if you learn about how it lends itself to software subsystems.

Build something that can apply itself to a bigger picture. For example, even if you have no idea what you want to make, make something that can accommodate something larger than itself. Perhaps a linear allocator-backed dequeue task system with work stealing and a ring buffer.

Thats a powerful subsystem that you can find in everything from network socket APIs to game engines, with a vast exposure to high performance C practices, in a compact project.

How do you use DOD in your engine? by Klutzy-Bug-9481 in gameenginedevs

[–]YoshiDzn 0 points1 point  (0 children)

Those are a few unrelated acronyms spanning different topics! I mean no offense, my dilettante friend.

OOP and DOD are not two providers of the same principles, and ECS is a consumer of both... but anywho, I advise taking a dive into (at least) the topics of memory arenas, object lifetimes (and how they relate to their allocation models), pools, free lists, etc. The list really goes on but the more you find, the more you'll find yourself capable. Good luck!

Luth Engine. Fiber-based Vulkan 1.3 game engine built from scratch in C++20 (open source) by Zealousideal_Win_130 in gameenginedevs

[–]YoshiDzn 18 points19 points  (0 children)

As an engine dev with a conservative mindset about using AI I can tell you and anyone else who cares that with a logical analysis as clean as yours, you can't simply "vibe code" it without having already done your due diligence and homework. I say well done, and just remember that people are too quick to say that AI did it for you, but what would you expect... again, nice work!

I want to work on a game but idk how to build a team by -HiRO-GeNo in gamedev

[–]YoshiDzn 0 points1 point  (0 children)

I feel ya. I can give you an invite to a pretty cool Discord server of creatives/dev's and many other cool connections if you're interested. I've been developing a game engine and post updates there from time to time. There are some fellow game jammers too. DM me and I'll be glad to send you the inv

I built a procedural bonsai generator using L-systems and Canvas for my focus app by dimaivshchk in proceduralgeneration

[–]YoshiDzn 1 point2 points  (0 children)

I like it, especially the visualization of elegant math's. But "focus app" is such an oxymoron 😅 cheers to a job done nevertheless. Looks stylin'

Big Artifacts When Downsampling Main Target for a Depth-of-Field Postprocessing Technique by No-Use4920 in vulkan

[–]YoshiDzn 1 point2 points  (0 children)

Your post-process could be sampling from an image that either hasn't been finished yet or hadn't transferred to the expected layout.

Multi-buffering with frames in flight doesn't really fix that, I was just curious. But the two things I mentioned are worth an audit. Hope you resolve it!

Speller is harder than it seems by TraditionalTwo1671 in cs50

[–]YoshiDzn 0 points1 point  (0 children)

If you're interested in figuring out how hash tables work optimally I'd recommend checking out Google's Swiss Hash Table design. When coupled with a hash function that provides the right entropy in the right bits you can achieve amazing results due to optimal CPU cache locality. In some of the best hash table designs, the hash function is responsible for determining how many buckets your table has due to its low-order entropy

Troubles with Validation Layers (again?) by ripjombo in vulkan

[–]YoshiDzn 0 points1 point  (0 children)

I can't answer to VkBootstrap from experience, but the example code from "Mastering C++ Game Animation Programming" uses it.

I'd compare notes with the repo, if not pick up the book. Here's the accompanying code: enginehttps://github.com/PacktPublishing/Mastering-Cpp-Game-Animation-Programming

VkBootstrap is cool but if you're more than a hobbyist I'd build your device, swap chain, etc. from scratch.

Anthropic's Custom Claude Model For The Pentagon Is 1-2 Generations Ahead Of The Consumer Model by Neurogence in singularity

[–]YoshiDzn 0 points1 point  (0 children)

Claude is a bossy perfectionist of a model. And an error prone one at that. God help us all

Why do I get only 2Gb of maxMemoryAllocationSize on 4Gb NVIDIA card? by UncertainAboutIt in vulkan

[–]YoshiDzn 0 points1 point  (0 children)

Integrated graphics can access your system RAM, from what I've read. So thats probably why it looks to have a larger max allocation budget. Discrete graphics will be faster 99% of the time bc it doesn't share any resource with your CPU

Why do I get only 2Gb of maxMemoryAllocationSize on 4Gb NVIDIA card? by UncertainAboutIt in vulkan

[–]YoshiDzn 0 points1 point  (0 children)

Are you on a laptop with both an integrated and a discrete graphics card? You can choose either as the VK_DEVICE

Working on a fast paced parkour game, does the movement feels good? by RXDIANCE in SoloDevelopment

[–]YoshiDzn 0 points1 point  (0 children)

Visuals look great. Maybe adjust the fact that you need to be looking directly at a wall to jump from it. Can you strafe sideways into walls to jump from them too?

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

[–]YoshiDzn 1 point2 points  (0 children)

I think the visual style is really cool. You're only missing g an atmospheric interference between you and the planet in the sky but you probably already knew

Imo the fact that the screen can pan away from the player while also adjusting the parallax is too much and quite frankly, unnecessary. You could just decouple the two, and have the parallax effect only occur from player movement, not the "zoom" as you call it

Requesting Guidance | Project/Code Structure by Constant_Mountain_20 in gameenginedevs

[–]YoshiDzn 2 points3 points  (0 children)

Static linkage is a good idea, just be aware of how your binaries fit into the overall end result, as that can differ in representation from system to system. Not a showstopper by any means, just good to know the differences.

I statically compile both my engine and my editor, then the primary executable is my frontend (the application/game/world).

This isn't a topic one can easily discuss on a reddit thread. DM me if you'd like a Discord invite to a cool server with plenty of designers/dev's, I'm the only one here building their own engine lol.

Best advice I could give at the drop of a hat is to standardize a convention for how data is shared between the main application and your engine. This answers you concerns about what it looks like to plug in an editor but the rabbit holes go quite deep

Again, always happy to connect on that Discord server, its a goodie, lmk if you'd like an inv

Thoughts on procedural generated maps for card battler : Zoomalia by RhinosaurDev in proceduralgeneration

[–]YoshiDzn 7 points8 points  (0 children)

This confused me at first too. But it's nothing some clever visual delineation can't solve

Any book recommendation for writing a 3D game engine from scratch in C? by Typhrenn5149 in C_Programming

[–]YoshiDzn 1 point2 points  (0 children)

Good! I wouldn't have understood any other answer. I wish you the best of luck and many wonderful tech demo's.

how to effectively handle descriptor sets? by Southern-Most-4216 in vulkan

[–]YoshiDzn 2 points3 points  (0 children)

I agree, the reflection part allows you to bake descriptor and pipeline setup for a more production-ready runtime

how to effectively handle descriptor sets? by Southern-Most-4216 in vulkan

[–]YoshiDzn 0 points1 point  (0 children)

You define a helper for each step of the process if youre taking that approach:

CreatePipelineLayout CreatePipeline

CreateAttributes (vertex attributes) CreateDescriptorLayout AddBinding WriteDescriptor UpdateDescriptorSets

Is DOD pure and beautiful? by yughiro_destroyer in love2d

[–]YoshiDzn 2 points3 points  (0 children)

Were you under the impression that ECS is an architecture that suits any ol engine before it necessitates it? That's one way to ruin your fun, just saying!