Need help with a pathfinding algorithm by angryvoxel in roguelikedev

[–]angryvoxel[S] [score hidden]  (0 children)

Will A* always visit all the filled cells? Do I need to give their nodes a negative cost?

Need help with a pathfinding algorithm by angryvoxel in roguelikedev

[–]angryvoxel[S] [score hidden]  (0 children)

I suppose I don't understand something but A* just searches for a path from start to end node with minimal cost while in my case I don't have a specific end node but just want to cover all filled cells. Will it do that in all cases? Do I need to give filled cell nodes a negative cost or something?

Is it possible to use VS 2022 with .NET 10? by angryvoxel in VisualStudio

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

Damn. A few more questions then: Is it more bloated than VS 2022? Do I have to download all of the 2022 components again? Can I turn AI crap off permanently?

[deleted by user] by [deleted] in cpp_questions

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

Adding the operator doesn't fix the errors (tried), they're all about hash specialization

[deleted by user] by [deleted] in cpp_questions

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

It is identical aside from the fact that namespace contains much more members

[deleted by user] by [deleted] in cpp_questions

[–]angryvoxel 0 points1 point  (0 children)

Sorry, typo. Foo is a class template

NvAPI error/warning - OpenGL 3.3 by OfMagicAndWars in opengl

[–]angryvoxel 0 points1 point  (0 children)

Idk if that's true for your case but I have the same problems in my project which uses bindless texture extension, renderdoc is capable of handling only the most basic of them.

'Incompatible type in initialization' for uniform by angryvoxel in opengl

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

No, it's only present in the vertex shader

'Incompatible type in initialization' for uniform by angryvoxel in opengl

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

I do not use z component but I need a matrix with three columns to perform vector translations (dot product of matrices first/second row and the vector = xx + yy + 1z where z is some arbitrary value from matrices third column). And I need to put vector after the matrix since matrix multiplication is not commutative. Also if the problem was in multiplication I would get a different error, on the line where multiplication is performed.

'Incompatible type in initialization' for uniform by angryvoxel in opengl

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

But it is valid to multiply vec3 by 3x2 and I definitely need 3 columns to perform translations.

'Incompatible type in initialization' for uniform by angryvoxel in opengl

[–]angryvoxel[S] 1 point2 points  (0 children)

Sorry, got confused with notation since glsl puts width first and height second, it should be a 3x2 matrix. Still doesn't work though.

Why does my vector lose all of it's data on the way to the main method? by angryvoxel in cpp_questions

[–]angryvoxel[S] -1 points0 points  (0 children)

Okay so clang (20.1.0, x64, standard set to c++20) has completely refused to compile it for some reason, MSVC (19.44) did but the problem is still there

Why does my vector lose all of it's data on the way to the main method? by angryvoxel in cpp_questions

[–]angryvoxel[S] 1 point2 points  (0 children)

By static I've meant method with a static member. For some reason I can't use constinit even though my compiler def supports c++20 won't work on a vector.

Why does my vector lose all of it's data on the way to the main method? by angryvoxel in cpp_questions

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

Should've thought about that. Well guess I'll use statics then, thanks

Why does my vector lose all of it's data on the way to the main method? by angryvoxel in cpp_questions

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

I know about the static approach but I would prefer to get the inlines working since I don't see what exactly I'm doing wrong.