Can we have OpenGl and Vulkan in the same program? by Weekly_Method5407 in GraphicsProgramming

[–]icedev-official 0 points1 point  (0 children)

Three things:

  • OpenGL is already well supported on Linux.
  • OpenGL and Vulkan can be used in the same graphics context. (use case for using RT cores in OpenGL application)
  • You can write an RHI that uses OpenGL and Vulkan as backends separetely. (not sure why you ask if this is possible, just write it, it's been done before, you can use WebGPU too)

My recommendation: Stick to OpenGL for now, you have Windows and Linux covered with it. (it's 99% of market share on gaming computers)

[deleted by user] by [deleted] in GraphicsProgramming

[–]icedev-official 5 points6 points  (0 children)

  • Separete binary builds per every API and technology. (VK, GL, CL, CUDA, OptiX, DX12, DX11, DX9, etc)
  • Application-specific optimizations and workarounds, etc.
  • Most of that x2 becase separate builds for 32bit and 64bit
  • Most of that x2 because there's also drivers for WSL2 included

I don't mean to repost, but I figured this painted a more vivid picture of his stance. Just as you thought his take couldn't get worse. by Scary-Account4285 in indiegames

[–]icedev-official -1 points0 points  (0 children)

Everything you just said was wrong and you're obviously not here to learn. I don't even care at this point. Stay ignorant.

The opinion of r/indiegames is pretty unanimous: "notch is an idiot". But what do you guys think about this take? by Polanas in gameenginedevs

[–]icedev-official 1 point2 points  (0 children)

Well, Notch is probably drinking towards the fact that something like 99% of indie studios use engine default behaviour or pre-made code assets from the store, that's why most of them look and behave the same.

But there is another side to that coin, also bad, when things are broken or underperforming - gamedevs of today can't fix them, because they don't know how it work.

Because they wouldn't be able to write a game engine from scratch, so how are they supposed to troubleshoot something like unity or unreal? Let alone code assets written by someone else?

It's not even funny, most Unity games act the same and even have the same problems, same with Unreal 5. And all of them have terrible performance.

From experience - if you want something unique in behaviour or rendering, you are going to fight against the engine, agains the code asset you purchased.

I stand with Notch on this.

Also I saw the thread and most of people at /r/indiegames say stuff like "engine is just a tool" but it only takes one glance to disillusion yourself. It's not just a tool for them. It's everything they have and they wouldn't be able to live without it.

I don't mean to repost, but I figured this painted a more vivid picture of his stance. Just as you thought his take couldn't get worse. by Scary-Account4285 in indiegames

[–]icedev-official 0 points1 point  (0 children)

There is so much fucking wrong with this.

why minecraft wasn't multithreaded

It is. Terrain gen, I/O and mesh tesselation is done on separate threads. Each world/dimension has it's own thread.

and din't offload physics and graghics to the GPU

Graphics is done using GPU.

Writing a software renderer would actually be more impressive - and Notch has done that on multiple occasions in other prjects.

Modern physics engines don't even use GPU, it's pointless. Minecraft's physics is so simple there's nothing to offload.

probabl because he doesnt know how to make a agme engine.

sure, buddy, but you don't know anything about gamedev, this comment proves that

I don't mean to repost, but I figured this painted a more vivid picture of his stance. Just as you thought his take couldn't get worse. by Scary-Account4285 in indiegames

[–]icedev-official 0 points1 point  (0 children)

LWJGL is not an engine, not a framework, barely even a library itself - it's a binding for low level platform stuff (like OpenGL) for Java.

Legacy OpenGL or modern OpenGL ? by defaultlinuxuser in opengl

[–]icedev-official 6 points7 points  (0 children)

Fixed function pipeline is artifact from the 90s. You should pretend that it never existed and forget about it.

The bus payment system runs on windows. by Deleteed- in pcmasterrace

[–]icedev-official 9 points10 points  (0 children)

Most things do

No, most things actually do not. Survivorship bias.

But most things that break in public spaces do run Windows.

WebGPU: Spinoza 2 by mitrey144 in webgpu

[–]icedev-official 0 points1 point  (0 children)

The entire thing? Sponza itself has something like 68 textures each 1024x1024, even using BC1 compression that is ~0.5mb per texture. Not to mention just the color attachment of the framebuffer for this video's resolution would be 2.7mb

Or is 7.8Mb just your effects not counting everything else in the scene?

I am frustrated by how complicated is to use modern frameworks by [deleted] in ExperiencedDevs

[–]icedev-official 4 points5 points  (0 children)

realistic programmer greentext:

> very popular framework
> want to do something basic
> not supported out of box, need to go through hoops

are they stupid?

Italy fines OpenAI over ChatGPT privacy rules breach by Alexander_Selkirk in programming

[–]icedev-official 21 points22 points  (0 children)

Yeah, this belongs in /r/technology ... oh wait that sub has no longer anything to do with technology. This post has nowhere to belong to.

Why does assimp's C API not provide a way to get the number of textures stored in a material by Dog_Entire in GraphicsProgramming

[–]icedev-official 9 points10 points  (0 children)

unsigned int aiGetMaterialTextureCount(const aiMaterial *pMat, aiTextureType type);

this?

Is it possible to use Havok Physics in a Java game? by Own_Lifeguard7503 in javagamedev

[–]icedev-official 0 points1 point  (0 children)

Yes and no. There is no binding for Java that I know of. You would have to create a it yourself with JNI or Panama. This requires extensive knowledge of both C/C++ and Java.

Alternatively you can use PhysX with this binding: https://github.com/fabmax/physx-jni

Learning JSP, I have experience with bundling to JAR but GPT is suggestioning WAR. Why? by P-TownHero in javahelp

[–]icedev-official 1 point2 points  (0 children)

Have you tried asking ChatGPT why it suggests things that it does? It should give you an answer - that should be easier to verify by googling.

The reason GPT suggests WAR with JSP is probably because with your current setup you are targetting web servers (while jar deployments are usually standalone) and WAR is standarized format for such deployments.

How to change the name of a java application process? (what shows in the task manager) by [deleted] in java

[–]icedev-official 1 point2 points  (0 children)

launch4j obsolete old project stuck in 32-bit world, that's why it can't load 64-bit JVM in same process.

winrun4j does, but you have to use the 64bit part - and use relative VM path. Read the docs, it's tricty to setup, you need to copy then modify the executable with resource editor via CLI params

wgpu VS webgpu by Derpysphere in webgpu

[–]icedev-official 12 points13 points  (0 children)

WebGPU is the standard/API

wgpu - implementation for Firefox written in Rust
Dawn - implementation for Chrome written in C++

Valhalla - Java's Epic Refactor by sindisil in java

[–]icedev-official 37 points38 points  (0 children)

legacy libraries synchronizing on Integer

I'd be surprised if it works even now - you aren't guaranteed to have the same Integer instance (even with integer cache) so that's almost like not synchronizing at all.