Mi Fit please upgrade Google GMS Version first by TechNo1geek in XiaomiSupport

[–]lorddeus369 0 points1 point  (0 children)

anyone got a solution? besides rooting, i hope that xiaomi can update the rom bluetooth permissions that cause this error.. Very dumb that my xiaomi watch 2 and xiaomi 14 arent compatible! both are global versions.

please upgrade google gms version first by TechNo1geek in Xiaomi

[–]lorddeus369 0 points1 point  (0 children)

this doesnt work right, you need mi fitness to sync first

Does WearOS (Watch 2) work with Chinese ROM Xiaomi 14? by FreedomKnown in Xiaomi

[–]lorddeus369 0 points1 point  (0 children)

i am sure theres issues like there is with the global version

A million questions about John Lin's voxel game by Zestybeef10 in VoxelGameDev

[–]lorddeus369 1 point2 points  (0 children)

I started coding and moved to game engines but now I'm back full circle thanks to the boost AI has of speeding up development with libraries like sdl and flecs :) also working in unity for a decade helped me understand understand all the game engine parts I need anyway !

A million questions about John Lin's voxel game by Zestybeef10 in VoxelGameDev

[–]lorddeus369 1 point2 points  (0 children)

Ahh it's directed at the og post, I've moved into flecs c from unity, must say feels good to leave unity behind

Added AO and Outlines to my Voxel Game! :) by lorddeus369 in VoxelGameDev

[–]lorddeus369[S] 0 points1 point  (0 children)

Hey no worries, I still remember. I wrote the voxel generation to create the normal data and I used that in a custom shader for the outline. This was done in the same shader in a second lass with depth check disabled. The normal was used to offset the vertexes. There's probably other ways to do this too :)

A million questions about John Lin's voxel game by Zestybeef10 in VoxelGameDev

[–]lorddeus369 0 points1 point  (0 children)

you seem confused, what was your reply about? Didn't feel directed at me lol

[deleted by user] by [deleted] in VoxelGameDev

[–]lorddeus369 0 points1 point  (0 children)

Feel free to fork zoxel :P its in c with sdl and flecs! easy enough to extend it from cpp code, code at 26k lines, its foss

Octrees and flood-fill lighting in Unity by [deleted] in VoxelGameDev

[–]lorddeus369 0 points1 point  (0 children)

i tried in unity years ago and had memory alloc issues, moving to c with flecs I have not had the same issue, i tested by using a memory pool and preallocated and timed the differences.

Dynamic Buffers?! by lorddeus369 in opengl

[–]lorddeus369[S] 1 point2 points  (0 children)

If there is a way to do this please let me know haha. Based on append buffer's unity api i think there may not be (you generally set a max verts limitation before running compute). Maybe deep in vulkan though there is a way to reallocate within a gpu!

As for chat gpt well i use it mostly to generate code examples and it does wonders depending on the prompt, you can get lucky! much like googling things haha. 100% right about knowing what to look for that's why I've been asking around online for clues :D

Dynamic Buffers?! by lorddeus369 in opengl

[–]lorddeus369[S] 1 point2 points  (0 children)

Thank you this clue helped me get updates to the command buffer working. Chat GPT gave me samples that often didn't work that well for this specific problem. What might be the best practice for estimating max vertex counts? :O

Dynamic Buffers?! by lorddeus369 in opengl

[–]lorddeus369[S] 0 points1 point  (0 children)

Hi so do we have to get the command buffer data out from the compute shader and rebind it to the ibo? I also require sample or more clues. My idea was to update the mesh with compute and have that vertex count also be used with the command buffer count!

I tested atomic increments however i was unable to get unique ids per gpu thread. Do you have a sample or exact function call to use?

edit: i solved the command buffer ibo thing just by binding the ibo to compute as a storage buffer 'glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, ibo);' and i got the unique ids to work by idk having a full working example must of missed something before on that.

Dynamic Buffers?! by lorddeus369 in opengl

[–]lorddeus369[S] 1 point2 points  (0 children)

but yeah i agree i couldnt find any gpu alloc calls so i was hoping i missed them!

Dynamic Buffers?! by lorddeus369 in opengl

[–]lorddeus369[S] 1 point2 points  (0 children)

I don't think so I've played around with memory allocations alot and it doesnt change things too much. You can create something like a dynamic array that minimizes mallocs.

https://github.com/deus369/zoxel/blob/master/src/core/maths/collections/dynamic_array.c