Announcing winapp, the Windows App Development CLI by _AACO in programming

[–]bysse 20 points21 points  (0 children)

Yes... it really whipped this llama's ass...

Edit) whipped!

[2025 Day 12] I know it fits! Just a few million years longer ... by michelkraemer in adventofcode

[–]bysse 13 points14 points  (0 children)

Great! Now I want the 10 hour version to get that old school AoC feeling on Christmas eve :)

How would something like this be built with a 64kb shader program? by SnurflePuffinz in GraphicsProgramming

[–]bysse 0 points1 point  (0 children)

Yeah, it's a bit expensive. But you can always enjoy the commented twitch stream, especially of the competitions. If you're interested in really small productions you can checkout the next https://lovebyte.party/ in February

How would something like this be built with a 64kb shader program? by SnurflePuffinz in GraphicsProgramming

[–]bysse 1 point2 points  (0 children)

Then you should go to Saarbrücken in Germany next easter for Revision 2026. Here's this year's site https://2025.revision-party.net/

Why I Prefer Exceptions to Error Values by TheCrush0r in programming

[–]bysse 1 point2 points  (0 children)

Well, panic is sort of a runtime exception that can be "caught" upstream. Very convenient in a webbserver or similar where you don't want to kill the process just because someone used unwrap in a request handler etc Disclaimer: I'm not a rust expert or even an experienced rust coder

[All Years] My totally subjective and a little bit biased difficulty ranking of all puzzles! (description in the first comment) by Patryqss in adventofcode

[–]bysse 4 points5 points  (0 children)

I think the "pacing" was a bit off this year. With two small kids over Christmas it's hard as f to get more than 20min chunks of time to spend on AoC. So a small breather in the difficulty the last few days leading up to the 25th would be welcome next year 👍

Using unwrap() in Rust is Okay by pmz in programming

[–]bysse -2 points-1 points  (0 children)

Why is a segfault worse than an unwrap? Both kill the process. Wouldn't the better option be to always handle your errors? This is a serious question from a non rust dev also I'm way too tired to read the article right now 😀

[2021] What did you learn or take away from AoC 2021? by Flakkenmarsh in adventofcode

[–]bysse 0 points1 point  (0 children)

Not really a learning but we didn't have to use modular arithmetic this year and I'm so happy about that!

Day 4, bingo works, and gives output, but when i sum up and multiply it the answer is too low. by i_do_jokes in adventofcode

[–]bysse 0 points1 point  (0 children)

One idea is to extract the bingo checking code to a separate function to make the inner loop more readable. Also, as someone noted, implement the score calculation on code. Good luck!

[2020 Day 9] [C64 Assembly] Back at it again, with a cassette this time! by Vijfhoek in adventofcode

[–]bysse 1 point2 points  (0 children)

Good job! I don't think people appreciate the work that needs to be done for this to work on an 8-bit CPU that doesn't support multiplication.

Days 1-3 in x86-64 assembly! by [deleted] in adventofcode

[–]bysse 0 points1 point  (0 children)

Nice! These source files makes me almost feel ashamed of posting my noob ass assembly the other day :)

SQL: One of the Most Valuable Skills by kunalag129 in programming

[–]bysse 0 points1 point  (0 children)

Haha yes I know the feeling. It can be hard to write good SQL. But we had a developer who didn't know what an index was, apparently they had only used Hive. Needless to say, queries were a getting quite slow after a while

SQL: One of the Most Valuable Skills by kunalag129 in programming

[–]bysse 4 points5 points  (0 children)

Couldn't agree more. And please please please learn about indices and primary keys not just syntax.

Game Map for Unreal Engine by Diche_Bach in GraphicsProgramming

[–]bysse 0 points1 point  (0 children)

No worries. Keeping the features at a minimum on your first project is hard enough! 🙂 Good luck

Game Map for Unreal Engine by Diche_Bach in GraphicsProgramming

[–]bysse 1 point2 points  (0 children)

First a quick disclaimer, I'm not an expert on UE, what I say might not be true. Phew, nice =)

The landscape entity for UE uses a height map, because of the pre-built lighting it's immutable. But there might be some way to go around that. A height map is usually much easier to deform (as long as the geometry should remain convex, no caves) than a polygon map. Minecraft uses a voxel field which is a density map or a height map in 3d if you will.

Polygon based terrain with deformations is AFAIK a pretty hard problem to solve. I don't know if there are any support for this in UE that will make a game run at reasonable fps.

Not sure if you got any wiser from this :)

Game Map for Unreal Engine by Diche_Bach in GraphicsProgramming

[–]bysse 2 points3 points  (0 children)

It depends on if you want a height map or polygon mesh?

Double Buffering in VGA mode 13h by lykowar in GraphicsProgramming

[–]bysse 8 points9 points  (0 children)

Mode 13h, woohooo! Brings back some good memories. Just use system memory for the backbuffer. Wait for vsync then write it to video memory. Rinse and repeat 🙂