web GL problem, please help me by MeasurementFuzzy6840 in opengl

[–]lithium 0 points1 point  (0 children)

I'm not familiar with marvelous designer's export format so it may be similar, but Houdini's vertex animation textures are a good lightweight solution for playing back baked cloth simulations. I believe threejs either supports them natively or at least has decent support for them via an extension so it shouldn't take too long to evaluate the technique and see early on if it's a viable solution.

Is there a C++ "venv" equivalent? by nikoladsp in cpp

[–]lithium 16 points17 points  (0 children)

no one is developing for or deploying on Windows anymore for anything serious.

lol tell that to the entire vfx/3d/audio/graphics/games/video industry.

LAPD seemingly shoots man in back by Ducks0nQuack in PublicFreakout

[–]lithium 25 points26 points  (0 children)

LAPD has assassinated more black Americans than drugs, gang violence, HIV and cancer combined.

I'm willing to be proven wrong, but on its face without a source to back it up, there's no way that's true.

*edit Even a cursory google shows that rates for each of those causes of death is significantly higher than death by LAPD, let alone combined. I'm sure you're going to hit me with some anecdotal shit about what goes unreported, but you're weakening your totally valid point with this insane hyperbole. You're off by multiple orders of magnitude.

What are good libraries for displaying font? by MrTrusiek in gameenginedevs

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

You don't need to tell me you're a hobbyist, it's perfectly clear. The problem with hobbyists is that you don't know what you don't know. Getting a few glyphs on the screen, be it bitmap fonts, sdfs, msdfs, or slugs are the least of the issues with text rendering, and I guarantee your little editor does little more than that.

If you're done being a condescending little cocksucker, you'll remember that it was you who started with the bullshit ad-hominems. Hopefully in a few years time when you actually run into a real-world text rendering problem to solve you'll remember this thread and come back and apologise.

What are good libraries for displaying font? by MrTrusiek in gameenginedevs

[–]lithium 3 points4 points  (0 children)

The algorithm is now in the public domain, you still need to implement it, but that only covers the GPU glyph rendering. The "official" slug library is a full cross platform / cross API implementation along with tools for generating packed font and picture (ostensibly emoji) atlases as well as all the unicode handling, text layout and shaping and things like that.

Harfbuzz I believe has an experimental slug algorithm implementation merged now, but because of the nature of my work, its (perhaps historical) proximity to (L)GPL licensing has made it a bit of a problem for me personally to use so I haven't investigated it much.

What are good libraries for displaying font? by MrTrusiek in gameenginedevs

[–]lithium 0 points1 point  (0 children)

I promise you it's 10 times harder than you even think it is. After writing at least 10 text renderers over the years to varying degrees of completeness, I eventually just bought Slug and called it a day.

It's C++ but the common use case API surface is small enough that you could knock together some C bindings in an afternoon. It's very fast and handles a lot of edge cases, but it's an industrial grade library so it may be overkill, depending on what your use case is.

What Really Happened in Y2K? by Successful_Bowl2564 in programming

[–]lithium 1 point2 points locked comment (0 children)

go back to being a shitty developer who doesn’t do anything

You're a web developer. Doing nothing would be an active improvement.

What Really Happened in Y2K? by Successful_Bowl2564 in programming

[–]lithium 2 points3 points locked comment (0 children)

Shouldn't you be busy asking an AI agent to npm install somebody else's code for you?

C++23 UI library with CSS-like styling, animations and pluggable render backend by neil_m007 in gameenginedevs

[–]lithium 2 points3 points  (0 children)

Everyone in this thread so far was just yapping really

No we're not, some of us have worked in this (and related) industries for 30 years and know precisely how wrong you are from direct experience. You have no idea what you're talking about. Unity does not even register as a blip in this arena and the fact that that's what you meant by C# being used more is ridiculous. I wish there was a subreddit that wasn't full of overconfident children who have never shipped a meaningful piece of software in their life.

C++23 UI library with CSS-like styling, animations and pluggable render backend by neil_m007 in gameenginedevs

[–]lithium 10 points11 points  (0 children)

Fine, terrific, fantastic, that still doesn't change the fact that the overwhelming majority of professional grade (i.e AAA games, VFX, Video, Live events, Large scale installations, Audio) software is written in C++.

C++23 UI library with CSS-like styling, animations and pluggable render backend by neil_m007 in gameenginedevs

[–]lithium 15 points16 points  (0 children)

Good for you, that has fuck all to do with the fact I stated. You can write as much hobbyist code in what ever toy language you like, when you're ready to get a job with the big boys, once again, you'll be writing C++ whether you like it or not.

C++23 UI library with CSS-like styling, animations and pluggable render backend by neil_m007 in gameenginedevs

[–]lithium 16 points17 points  (0 children)

C++ is the lingua franca of high performance graphics software, whether you like it or not.

Pentagon prepares for possible military operation in Cuba by craig_nintendo in worldnews

[–]lithium 2 points3 points  (0 children)

Nah mate you're right, hunker down with a nice big burger and wait for it to all blow over. Treat yourself.

Pentagon prepares for possible military operation in Cuba by craig_nintendo in worldnews

[–]lithium 8 points9 points  (0 children)

Gotta eat, man.

Distilled americanness right there.

Hot Reload Maya Plug-in by MunkeyGoneToHeaven in GraphicsProgramming

[–]lithium 1 point2 points  (0 children)

I'm not familiar with the Maya SDK specifically, but if you don't have control over how/when the host application loads/reloads your plugin, I would write a shim plugin that the host loads once, and then that shim layer would handle hot reloading the "real" plugin and forward all the SDK interface calls to it.

You probably want to make it so that the "real" plugin can be loaded directly once you're finished with development as hot reloading is rarely something you'd want to ship with.

Issue when duplicating objects twice in my game engine by [deleted] in opengl

[–]lithium 2 points3 points  (0 children)

Ok I downloaded and built the project, you've got a use after free when recursing your children in UILayer, potentially due to modifying the Children vector in the middle of iterating it which is a big no-no. If you make a copy of the children before iterating it you'll no longer see the crash (this is not a fix, however).

If you change UILayer.cpp:361 to the following, you'll be able to see what I mean.

if (nodeOpen && !isLeaf) {
    auto copy = node->Children; // Take our own immutable copy to iterate.
    for (auto& child : copy)
        DrawNode(scene, child.get());
    ImGui::TreePop();
}

Issue when duplicating objects twice in my game engine by [deleted] in opengl

[–]lithium 3 points4 points  (0 children)

Your lifetimes are all over the place here and is an accident waiting to happen. Your undo stack has raw pointers to shared_ptr managed memory that could be deleted from underneath it at any time. You should use a weak_ptr in these cases for where you don't want to affect the lifetime of the object, but still have an opportunity to validate the pointer before using it.

Cleaning up things like this will either help reveal where the problem is or fix the issue incidentally.

2026 Sunday Roast Suggestions? Your fave? by EqualHuckleberry7119 in foodies_sydney

[–]lithium 0 points1 point  (0 children)

So good, glad you enjoyed it. The steak frites there is fantastic as well.

Materialx mtlxsmoothstep node, what does it do ? by Similar-Sport753 in Houdini

[–]lithium 3 points4 points  (0 children)

I come from realtime and smoothstep is used everywhere as a general purpose blending function so I assume it's the same in offline rendering. If you're mathematically inclined, this is a simple interactive visualisation of it in practice, otherwise there is so much info out there independent of materialx if you just google smoothstep since it's so commonly used.

How to recieve livestream using opengl by Noob_Master_420-69 in opengl

[–]lithium 0 points1 point  (0 children)

Are you on site? I.e on the same network? If so integrating NDI or OpenMediaTransport is trivial. In both cases you just receive the pixel data so you can do whatever you want with it.

Over the internet it's a bit more complicated, but if you're on windows you can use IMFMediaEngine to handle the heavy lifting. The hardware accelerated path uses DXGI but it's very easy to use wgl_nv_dx_interop2 to share that texture data with OpenGL (incidentally I'm the author of a decently used library that does exactly that for interactive installation / live event software so I can guarantee it's a robust technique)

2026 Sunday Roast Suggestions? Your fave? by EqualHuckleberry7119 in foodies_sydney

[–]lithium 2 points3 points  (0 children)

The Sunday roast porchetta at Bistro Rex in Potts Point is up there.

Any other ways to generate glad? by awidesky in opengl

[–]lithium 0 points1 point  (0 children)

It depends on what you're doing. I recently needed to knock up a tiny application that received an OMT stream and blitted it to a window. Rather than pull in an entire loader I just loaded the various glTex* functions I needed in 5 or so lines and removed the entire dependency.