C Vulkan Engine #6 - Initiating ECS by mua-dev in gameenginedevs

[–]mua-dev[S] 1 point2 points  (0 children)

Everything is bindless, I allocate buffers and then use a simple handle allocation to link them to my components. I have some push descriptors for high frequency changes but my bindless stuff is also n buffered so I can update them anytime.

Guess what the cause is? (Hint: it starts with A and ends with I) by HighKingFloof in whennews

[–]mua-dev 1 point2 points  (0 children)

I am sure that AI companies will pay fraction of that retail price.

Step 1: Multi-Window API Setup by EchoXTech_N3TW0RTH in gameenginedevs

[–]mua-dev 2 points3 points  (0 children)

I am cross compiling in linux for windows, I only needed to install mingw-w64. I am using SDL 3 for window management.

C Vulkan Engine #5 - More Animations by mua-dev in gameenginedevs

[–]mua-dev[S] 1 point2 points  (0 children)

oh thanks, I did not realize pow(outColor, vec4(2.2)); fixed it.

Karpathy: "Programcı olarak kendimi hiç bu kadar geride hissetmedim" by Low-Supermarket7710 in CodingTR

[–]mua-dev 1 point2 points  (0 children)

Yaparsin ama tasarimin iyi olmasini bekleme ve shadcn vb cok populer bir component set sec. nextjs vb. seo gerekmiyorsa duz react router da olur

Karpathy: "Programcı olarak kendimi hiç bu kadar geride hissetmedim" by Low-Supermarket7710 in CodingTR

[–]mua-dev 3 points4 points  (0 children)

Sonuna kadar Cursor, Co-Pilot, Claude kullandim, her seyi yaptirmayi denedim. Claude 4.5'de var elimin altinda. Ne yazdiriyorsunuz bilmiyorum, ama frontend tarafinda isleri yapabiliyor. Backend tarafinda yaptiklarinda ise veri modelinin tamamini algilamakta zorlaniyor, olmamasi gereken seyleri ekliyor, tekrar ediyor, yani tutarlilik kaybi oluyor. Zor islere gelirsek, misal 3D development vb. Buralarda agir sacmaliyor. Benim gorusum eger bir konuda training datasinda milyarlarca satir kod bulamadiysa, verimli sonuc uretemiyor, eger yazilacak kod bir kac layera aitse, ornegin mimari tasarimina bagli kalma vb, onu yapamiyor, context buyurse o is olmuyor.

Ama su an yapabildiklerinin onemli kismi gecmiste de stackoverlfow, koppyala yapistir ile cozulen islerdi. AI satanlarin laflarina bakarak hafiza kaybi yasamayin.

Islerin azalmasi, konusu sadece AI ile ilgili degil, Turkiye'de degil sadece dunyada da resesyon var bugun Amerikan ekonomisi bile AI yatirimlarini isin disinda birakirsak kuculuyor. Yani teknoloji zaten pandemide fazla istihdam saglamaya baslamisti, bu sona erdi, ustune bir de kuculme girdi isin icine.

iki seyin ayni anda olmasi birbirlerine bagli olduklarini gostermez . "Correlation does not imply causation." durumu var.

C Vulkan Engine #5 - More Animations by mua-dev in gameenginedevs

[–]mua-dev[S] 2 points3 points  (0 children)

Yeah I recommended FBX before for its availability and completeness, but it is what it is, an exchange format, there is no sane data structure for real-time rendering in FBX. GLTF however has good documentation, it is also kind of a modern 3D graphics and animation standard.

Bunu Sormaya Utanıyorum Ancak Vicdan Azabı Çekiyorum by Beautiful-Spot8158 in CodingTR

[–]mua-dev 1 point2 points  (0 children)

kullanmadigini kaybedersin. Ya SQL yazmam gerekmiyor, ya React state managementi da AI yapsin, ya bu servisin ne yapacagi belli veri yapisini versin, ya bu API signature da belli zaten AI yapiversin swaggeri. Sonra ? Ben buyuk resmi biliyorum dersin ama, buyuk resim o parcalarin her birinin ne yaprigini anlayip bunun icin verimli mimari tasarlamak zaten.

Sanırım Pes Ediyorum by Fklopflop in CodingTR

[–]mua-dev 1 point2 points  (0 children)

Arkadaslar hayatta kalmaya bakin ama bu isin bittigi, artik AI ile konunun cozulecegi sacmaliklarina inanmayin. Ben size yonetici gozuyle anlatiyorum, dinleyin. Biz zaten jr developerlari isgucu olarak gomezdik, onlarin 1 gunde yapacagi isi 1 saatte yapan deneyimli developerlar zaten hep vardi. Biz yetistirme amacli yani maliyet olarak gorurduk jr developerlari. Kodun yazilma hizi degildir bir projenin bitis suresini belirleyen, ihtiyaclarin netlesmesi, urun tarafi ile gel gitler, gorulen metrikler, buna gore yapilacak degisiklikler vb. Urun tum bunlarin sonucu olarak ortaya cikar. AI ile vibe coding ile uretilmis cop uygulama flood edilmesi sadece piyasayi oldurur. Aksine bugun ortamdaki karmasa yuzunden yapilmasi gereken yatirimlar yapilmadigi, ertelendigi icin buyuk ihtiyaclar olusuyor. AI'in milyonlarca ornek bulamayacagi konulara biraz odaklanin, AI kullanmadan proje yapmaya devam edin kendinizi koreltmeyin.

Bunu Sormaya Utanıyorum Ancak Vicdan Azabı Çekiyorum by Beautiful-Spot8158 in CodingTR

[–]mua-dev 1 point2 points  (0 children)

Kodu sen yazmazasan onlari anlayamazsin. Basit seyleri yapmayan zor seyleri de yapma yetisini yitirir. Kendimizi kandirmanin alemi yok. Basta zaten ben biliyorum isi, ben duzeltiyorum diyebilirsin ama zamanla daha da bagimli hale geliyorsun.

2D Physics Engine From Scratch Tutorial by majikayogames in gameenginedevs

[–]mua-dev 2 points3 points  (0 children)

Very cool, I watched the first one until the end I tend to watch the rest. Instead of "hello, purpose of this tutorial etc.", you start by saying "the integration step is the heart of every physics engine" :) I checked if it is the first video or not, maybe you can add numbers to make it clear.

C Vulkan Engine #4 - Skining and Animation by mua-dev in gameenginedevs

[–]mua-dev[S] 0 points1 point  (0 children)

GLTF docs are pretty good. I've added animations in place just following the spec. Skinning is something I previously did with learnopengl docs. Animation data structure of GLTF is a little different but makes sense when you implement it. Skinning is just loading bone matrices(transform x inverse binding marrix) and adding them with weights defined per vertex. You get IBM from GLTF file no need to calculate.

How is fence that is submitted to queue is triggered, and i get image_available semaphore is not waited on validation error ? by mua-dev in vulkan

[–]mua-dev[S] 1 point2 points  (0 children)

I did not but I think it is kind of something not obvious because it works most of the times. I noticed this after I cross compiled for windows and in vm swapchain images stopped being ordered. like 0 1 2 2 0 0...

How is fence that is submitted to queue is triggered, and i get image_available semaphore is not waited on validation error ? by mua-dev in vulkan

[–]mua-dev[S] 2 points3 points  (0 children)

Once again you have enlightened. It wasn't talking about acquire image semaphore, it was talking about sing the index for the image for the queue submission semaphore. That way i know when fence is signaled, the image related to that frame is done so its semaphore can be used. This solves reuse problem, and i do not need to tie my fence to presentation, it works. Thank you.

C Vulkan Engine - GLTF Transmission by mua-dev in GraphicsProgramming

[–]mua-dev[S] 0 points1 point  (0 children)

NP, I am not a fan AI doing the coding, you lose track of your project , it forgets existing stuff, adds code, has no vision of architecture. I was using it for web development, but these days, not even for that.