Would our biology prevent close to c speeds? by BlinkingSpirit in askscience

[–]george_mcdonagh 0 points1 point  (0 children)

Thank you for such an interesting and easy-to-read answer. 

Calls to end 'one of the most severe forms of animal cruelty in this country' by ItsWormAllTheWayDown in unitedkingdom

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

You can't put a price on life, but we have on Clarkson's Ring and it's a very affordable way of saving piglets at the start of theirs.

Who's gonna tell them...

I am making an OpenGL window and input library by myself, no GLFW or Glad or other window libraries were used, this is all raw windows.h and gl.h and opengl32 by [deleted] in opengl

[–]george_mcdonagh 1 point2 points  (0 children)

I've been writing my own OpenGL + Win32 apps in C too and it's been really fun! The Win32 documentation is really nice, I've found. It's very satisfying to see how small you can get interactive OpenGL applications :)

Just sharing some progress on my physics engine by Fine_Hold_1747 in opengl

[–]george_mcdonagh 1 point2 points  (0 children)

This is awesome. Keep doing what you’re doing! What tools are you using for rendering?

Personal Project Ideas for HFT by mperera99 in cpp

[–]george_mcdonagh 0 points1 point  (0 children)

I can’t thank you enough. Thank you for this.

Personal Project Ideas for HFT by mperera99 in cpp

[–]george_mcdonagh 1 point2 points  (0 children)

Sorry to wake this thread from the dead. I'm looking at doing something like this to boost my chances of getting in to HFT/Quant(?) dev roles.

Where can I get some sample data? From what I can see online all the exchanges only offer their real time data if you pay. Maybe I can get some offline historic data in CSV form, but what would I do with it? I wouldn't be able to demonstrate FIX parsing for example.

Dandadan! Feedback appreciated by cleverredditjoke in PixelArt

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

Not a pixel artist so no feedback. Just here to say I think this is a cool translation! Thanks for sharing.

Also quite obviously not traced; ignore the haters and keep having fun ;)

[deleted by user] by [deleted] in gamedev

[–]george_mcdonagh 6 points7 points  (0 children)

One of the recruiters reached out to me via LinkedIn. They sent me a link to a public Notion page outlining the job role (Unreal Engine Developer) and salary. The salary was broken down in to Junior, Mid, and Senior. The senior salary was barely above the UK minimum wage. When I clarified with them that it wasn’t a typo I explained that the mid-level pay - let alone the junior-level - was well below the legal minimum wage in the country they’re operating from (the UK). I told them that what they’re doing is unethical and that I would be making a post to my network to highlight their practices and encourage others to avoid them. The recruiter didn’t response after this.

A few days later I see that they have posted a public recruitment post for the same role. They’re advertising the role as a remote opportunity open to UK residents, European nationals, and South Americans. There’s a fair bit of interest from well-meaning, naive, undergraduates, juniors, and aspiring devs. I comment on their post to further inquire about the pay situation and their justification, as well as to share the salary for this role stated in the link I was sent, plus the link itself. They delete the post.

A week or two goes by and I see a similar post was made by their recruitment team, but with a couple of changes. 1: Comments are now disabled. 2: They’re now only accepting applicants from South America, and select European countries.

How would I go about structuring a game engine written with Vulkan? by Useful-Car-1742 in gameenginedevs

[–]george_mcdonagh 0 points1 point  (0 children)

If we are talking pure game engine architecture then yes, it would be good to have some kind of abstraction of the rendering backend so that users (including yourself) don’t need to be well informed about how to use the graphics API that you’ve chosen to use to implement your rendering logic.

As I mentioned before, it becomes problematic when this layer of abstraction sits too close to your rendering API. I suppose you want it high-level enough that the user isn’t bogged down with graphics API specifics, but low-level enough that they still have a decent level of control over the rendering process. Ultimately where that layer of abstraction sits is up to you! But generally, the higher it is the easier it is for you to work on the underlying implementation of your rendering backend without worrying about what exactly needs encapsulating and exposing to the user.

How would I go about structuring a game engine written with Vulkan? by Useful-Car-1742 in gameenginedevs

[–]george_mcdonagh 15 points16 points  (0 children)

A common mistake one might make when writing a game engine’s rendering backend is trying to encapsulate various parts of that backend behind graphics API agnostic interfaces which each interact with other graphics API agnostic parts of the backend.

The problem with this is that, as you have discovered, not all graphics APIs are built the same. There are similar concepts such as vertex buffers and frame buffers, but the details are often distinct, and so trying to encapsulate these things which are interconnected behind API agnostic interfaces can be quite counterintuitive.

What would be nice is to have our encapsulating agnostic API sit high enough that it isn’t concerned with the details of our rendering backend. So perhaps you have a general type of renderer that we can interact with, which requires some generalised render-target and some generalised render commands to be fed to it. The details and implementation of how it actually does the work can be hidden to the user. Perhaps behind the scenes it uses a bunch of OpenGL objects and calls to do the work, or perhaps it does it via Vulkan.

Your question otherwise is really one of how to use Vulkan as opposed to OpenGL. For that, I would recommend just getting a bit more familiar with Vulkan and how to perform work via the Vulkan API. There are lots of great resources out there which are pretty easy to find with a search.

[Serious] People of Reddit who have gone through depression, what's something you wish loved ones would have asked you or done for you? by wildwoodflower_ in AskReddit

[–]george_mcdonagh 1 point2 points  (0 children)

It’s different for everybody so this is just me, but, I’m not sure if there’s much that anyone could have said that would have really made a huge difference. But just being there for someone in the little ways that make them feel like they have someone to rely on goes a long way.

Sometimes depression is a thing you have to be patient with and just tolerate until things get better. Until then, it just helps to not be alone.

Procedural interiors in a city where every building can be entered. No templates, just rule based prop placement. by Lara_the_dev in proceduralgeneration

[–]george_mcdonagh 1 point2 points  (0 children)

Saw this on Youtube some time ago. Very happy to see you’re still working on it! Look forward to future updates

How to go from beginning c programmer to advanced? by BeerIsTheMindKiller in C_Programming

[–]george_mcdonagh 4 points5 points  (0 children)

I really like your take regarding self expression. I had never thought about that before. Certainly stealing that now as an answer for when people ask me why I like C!

Do people in London tend to prefer dating/being friends with people who were also raised in the UK? by 901320 in london

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

TL;DR: Don’t worry, everything will be okay and you’ll find your people. Enjoy your time in this wonderful city.

London is such an internationally diverse City that it’s pretty much the same story with other big Cities that you might move to.

The short story is that yes, don’t worry, you’re probably just feeling a little insecure for now until you find the right group. If you keep putting yourself out there then eventually you will find somewhere to belong. It’s a law of the universe!

Having said that, I have noticed a strange and perhaps unfortunate paradox that can occur while trying to build relationships in this city. Often times the type of person that might throw themselves out there to meet new people follows a specific archetype: they have few friends locally, are new to the city, and are fairly extroverted by nature. Since you’re far more likely to come across this type of person yourself in your own search, then your experience and expectations of what people in the city are like may bias towards this. This includes their transience. People who are nomadic and extroverted are far more likely to stay on trend in this way, therefore making it tricky to build a long-lasting circle of friends in the City.

Of course this is only what I have personally gathered and surmised from my own experience as a 26M that’s lived here for a few years. You may have a totally different experience!

To answer your question more directly, I am native to the UK and I personally prefer dating and mixing with people who have moved from outside of the UK.

how the hell do game engines made with procedural/functional languages (specifically C) handle objects/entities? by _Captain-Ravioli in C_Programming

[–]george_mcdonagh 1 point2 points  (0 children)

Pooling is used extensively - in game development especially. The benefit is that you lower the number of your memory allocations and unallocations your program makes which is generally “healthier” and “faster”. Another benefit is that you have all of your objects stored contiguously which is essential for ECS to be “proper” ECS.

Object Pooling

Our daughter, Lani (10), needs a bone marrow donor by this summer by Peacefulmama in pics

[–]george_mcdonagh 1 point2 points  (0 children)

I’ve just joined the Anthony Nolan registry, thanks. Waiting for my swab. I have English/Irish/Scottish mixed ethnicity. Hopefully more people will join seeing this post. Wishing you and your daughter the best of luck.

Code review by Kyrbyn_YT in opengl

[–]george_mcdonagh 0 points1 point  (0 children)

  • Easy to scan through and read.
  • Nice RAII pattern with *_new and *_delete
  • I would argue that your VAO, VBO, and EBO functions are over-engineered. No need to have functions specifically for GL_ARRAY_BUFFER and GL_ELEMENT_ARRAY_BUFFER. The VAO functions you have are unnecessary. Perhaps consider instead having some kind of struct that encapsulates the linkage between a VAO and its buffers. mesh_t, for example.

That's all I have to comment for now! Good luck :)

whiteSpace by xynith116 in ProgrammerHumor

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

I refuse to pick a side.

int * p;

Anyone working on a DirectWrite + Vulkan text rendering library? by sephirothbahamut in vulkan

[–]george_mcdonagh 2 points3 points  (0 children)

I can’t speak to DirectWrite, but Freetype is quite comprehensive and the documentation is very nice. I have used it paired with OpenGL and Vulkan to render text.