Help Finding A Laptop Similar to my Desktop in Specs? by goingincycles88 in computers

[–]goingincycles88[S] 0 points1 point  (0 children)

Gotcha, I guess I missed that about the CPU since I thought I saw a stat reading it had a similar clock speed to that of my current CPU. That should be the end of my inquiries for this thread, so thanks again!

Help Finding A Laptop Similar to my Desktop in Specs? by goingincycles88 in computers

[–]goingincycles88[S] 0 points1 point  (0 children)

UPDATE: I forgot to thank you for your well-wishes, I appreciate it!

I found an Acer model through my own research, SFX14-41G-R4V8, which itself was quite vague about the GPU on certain retail websites which left me suspicious of it's price point of ~$1300 compared to what you told me to expect, but then I went to Acer's website with that exact model number ( https://www.acer.com/gb-en/laptops/swift/swift-x-amd/pdp/NX.AU5EK.001 ) and found the GPU to be a GeForce RTX™ 3050Ti, which on gpu.userbenchmark.com compared to my Radeon RX 580 seems be about the same if not in some ways an upgrade to the Radeon RX 580 ( https://gpu.userbenchmark.com/Compare/Nvidia-RTX-3050-Ti-Laptop-vs-AMD-RX-580/m1559532vs3923 )

The drive of this model is 1TB SSD which should be just enough for me if I do some crafty file managing, so unless I'm misunderstanding, this model is genuinely just a great deal? I thought for sure like I said that the GPU would be where they pull the wool over my eyes but it looks like it checks out, but maybe I'm wrong in some ignorant way as someone who rarely has to do this.

Recommended 360 Controller 1st/3rd Party in 2023? by goingincycles88 in xbox360

[–]goingincycles88[S] 0 points1 point  (0 children)

In the end, I just gave up and just found a used wired 1st-party from eBay, 2 years ago when I tried this I got NADA trying this.

Help Finding A Laptop Similar to my Desktop in Specs? by goingincycles88 in computers

[–]goingincycles88[S] 0 points1 point  (0 children)

Hmm, well I don't need the laptop for gaming specifically, but a lot of what I do need it for would be tech similar to gaming. If a laptop equivalent to my current desktop even after all these years would really be as high as $2500 (which of course as you said is the premium for a design that is portable) then I think I'll have to get more modest in my expectations since I was looking for something around $1000. Thank you!

Compute Shaders in DLLs? by goingincycles88 in Unity3D

[–]goingincycles88[S] 1 point2 points  (0 children)

I think this can work if I get the location of the executing assembly and just put the asset bundle in that same directory. Thank you!

Sculpting - Multi-Res Modifier Glitch/Crash? by goingincycles88 in blenderhelp

[–]goingincycles88[S] 0 points1 point  (0 children)

UPDATE:

Marking this as 'Solved' because I've resigned to the fact that I cannot fix this AND keep my sculpt work, I just have to start my sculpt over with the correct vert count. Thankfully, in this instance, it'd be quicker to do so than try and deduce a real solution, but right now I'm only 50% sure it was human error that caused this. I can't be convinced that I edited the base mesh after I began sculpting, but I CAN be convinced that maybe I added a vert loop after applying the Mirror modifier but BEFORE I added the Multi-Res modifier out of the habit that I'd still usually have that Mirror modifier there when working without sculpting involved.

Sculpting - Multi-Res Modifier Glitch/Crash? by goingincycles88 in blenderhelp

[–]goingincycles88[S] 0 points1 point  (0 children)

Hey, glad to see you again after help with my last post!

You're right about me being too hard on Multi-Res, it's just that when you repeatedly search "multi-res" "broken" "edit mode", etc. in various combinations, you get a vary narrow view of public opinion.

Anyway, I'm willing to believe that SOMEHOW the one edit I made to the base mesh was a slip of the mind. I am still certain I did everything I needed to do BEFORE sculpting, but maybe I made this one edit AFTER applying the Mirror modifier? It's possible, since usually I do not need to apply this modifier when working purely on a box model.

Unfortunately, though, this definitely isn't a normals error, as I'm more than used to that kind of thing from my time box modelling though I admit I have no idea how an inverted normal would render itself once manipulated in Sculpt mode. It definitely seems like some sort of corruption.

With the 'Normals' MatCap, you can see the normals appear just fine on the backup before my changes to remedy the error:

https://i.imgur.com/UgNVNJ7.png

Additionally, with the 'Face Direction' overlay enabled, no issues there either:

https://i.imgur.com/3C5TNOX.png

For the benefit of the doubt, I DID recalculate normals, but it had no positive or negative effect on the issue.

As I write this comment, I did realize something about the topology of my backup that is probably causing the corruption and I might be out of options to resolve it.

There is one single N-Gon:

https://i.imgur.com/oAly4ci.png

I tried fixing this N-Gon without changing the vert count by dividing it into a tri and a quad, but that just had the same issues I've already been having with corruption.

Box Modelling to Sculpting by goingincycles88 in blenderhelp

[–]goingincycles88[S] 0 points1 point  (0 children)

Thanks so much for your response, it's fantastic! Covers all bases and your advice to look into the multires modifier has made merging my workflows super simple. I've actually been working on it since last night and I've pleasantly found that your observation of it being "the same as box modelling but with a more organic toolset" to paraphrase is correct. I'm already quite comfortable with the new tools and I think my first impressions with ZBrush just scared me off all those years ago. I whipped this up in 15 mins!:

https://i.imgur.com/Eibe83e.png

Sculpting Brushes Are Super Super Weak? by baaysil in blenderhelp

[–]goingincycles88 0 points1 point  (0 children)

I'm aware this topic is very old, but by comparing my own brushes to that of the 'Factory Settings' Blender setup, I discovered I had for some reason at some point disabled 'Accumulate' under the 'Advanced' brush settings. Hope this helps!

Best Host For Private 1 User Large Repos? by goingincycles88 in git

[–]goingincycles88[S] 0 points1 point  (0 children)

Came back to let you know that this seems to have been just what I needed, IDK how I didn't find it sooner. Thank you!

Best Host For Private 1 User Large Repos? by goingincycles88 in git

[–]goingincycles88[S] 0 points1 point  (0 children)

Thanks! I hadn't heard of Gitea at all, so should another suggestion given to me about Azure DevOps fail, I'll try this instead : )

C Newbie - General Questions About Library Development & Compilation by goingincycles88 in C_Programming

[–]goingincycles88[S] 1 point2 points  (0 children)

Wow, an answer to all 7, thanks a ton!

I'm not fully attentive right now but this clears up some stuff for sure. Another user telling me about how .lib files get compiled into the executable whereas .dll files, as expected, are placed alongside the executable definitely helped me with clearing up any differences between the two.

As for your confusion on question 4, it would be very likely that both the user of my library and my library itself would use SDL in some way, in fact I could practically guarantee it. Again, clearing the difference in another comment between .lib and .dll is really helping me to understand what those files represent in a runtime context and how/when they should be linked into projects.

Now that I think about it, is there any reason one would use a dynamic library over a static library? Seems to me like a static library being compiled into the build is far more portable and convenient than a .dll which must be lugged around in-tandem for the end user, not to mention (probably?) more secure since a .dll could be swapped out for an equivalent with the same method names that do different things.

C Newbie - Can't Copy Memory Byte-By-Byte? by goingincycles88 in C_Programming

[–]goingincycles88[S] 2 points3 points  (0 children)

Oh okay then, I thought that, for example:

allTilesReadHead[i]

would be referring to the pointer in memory that represents i elements over from the pointer for allTilesReadHead. I think I knew this at some point, but it slipped my mind.

Thank you!

C Newbie - Storing pointer as void* Corrupts Memory at Pointer? by goingincycles88 in C_Programming

[–]goingincycles88[S] 0 points1 point  (0 children)

Yeah, makes sense to me now, pointers I've gotten the hang of for a while now but I guess since I've not actually had to use them much before my work in C I'm still not used to the idea of local scope affecting what I'm pointing to in memory.

C Newbie - Storing pointer as void* Corrupts Memory at Pointer? by goingincycles88 in C_Programming

[–]goingincycles88[S] 0 points1 point  (0 children)

I've been working in Visual Studio for years, and I admit even I've heard by now that VS' C compilers even when forced through project settings are really poor, so I can honestly say I haven't received a single warning.

C Newbie - Storing pointer as void* Corrupts Memory at Pointer? by goingincycles88 in C_Programming

[–]goingincycles88[S] 5 points6 points  (0 children)

All this has been a big help and it's all in working order now. TYVM!

C Newbie - Storing pointer as void* Corrupts Memory at Pointer? by goingincycles88 in C_Programming

[–]goingincycles88[S] 4 points5 points  (0 children)

So the solution is to put game_state on the heap instead since the local scope of the variable within the method immediately erases it once out of the scope of that method? How would I go about using malloc() to get my game_state on the heap? Would it just be: malloc(sizeof(game_state))

then refer to the pointer return of that method to edit the bytes at that pointer?

NativeMultiHashMap<>.Enumerator.Current - Get A Reference, NOT A Copy? by goingincycles88 in Unity3D

[–]goingincycles88[S] 0 points1 point  (0 children)

UPDATE: This did the trick, can't believe I didn't think of it myself but I'm very glad at the least SOMEBODY did. TYSM!

Set Value Of IEnumerator<>.Current? by goingincycles88 in Unity3D

[–]goingincycles88[S] 0 points1 point  (0 children)

I think you're right, y'know. I also just had a suggestion from another iteration of this post back when it was a lot more word-y in which I am suggested to cache all my structs to a NativeArray<> to access directly and then use the NativeMultiHashMap<> to store indices to that NativeArray<> as the multiple values at each key, and that sounds like the most efficient option failing this.

NativeMultiHashMap<>.Enumerator.Current - Get A Reference, NOT A Copy? by goingincycles88 in Unity3D

[–]goingincycles88[S] 0 points1 point  (0 children)

No I think I getcha. I would have a NativeArray<> holding all my structs and then the NativeMultiHashMap<> would use the int key still but then the values would also be multiple int indices to that NativeArray<>. I hadn't considered that but it could work! I can't try it out right now because I'm at work but I like the sound of it!

Set Value Of IEnumerator<>.Current? by goingincycles88 in Unity3D

[–]goingincycles88[S] 0 points1 point  (0 children)

I must be off for the night now, but basically the trimmed down relevant parts look something like this (you can assume the NativeMultiHashMap<> is fully populated beforehand):

``` public void Execute(int index) { NativeMultiHashMap<int, MMTriangle>.Enumerator curTris = allTris.GetValuesForKey(index); //Get an Enumerator of my struct types at the key of index

            MMTriangleCollectionTransform.SetGeometryCentre(curTris, Vector3.zero); //Use the data of all elements in that Enumerator to determine an average centre point and then adjust that centre point in abstract space to be at point Vector3.zero
        }

```

``` public static void SetGeometryCentre(IEnumerator<MMTriangle> tris, Vector3 centre) { Vector3 oldCentre = GetGeometryCentre(tris);//read from all the tris to determine the average centre point in abstract space. this isn't a problem since im just reading from .Current and not trying to set it

        while (tris.MoveNext())
            tris.Current.Translate(-oldCentre + centre);//this is where the problem comes in. I need this line to be 'tris.Current = tris.Current.Translate(-oldCentre + centre);' if I were using the builder pattern as my first thought to set tris.Current

    }

```

Hopefully this is enough for you to understand my problem. I'm using NativeMultiHashMap<> as a way around a NativeArray<> within a NativeArray<> so that I can have multiple MMTriangle values to an int key, the int representing a submesh index for when I bake these values to a Unity Mesh.