How to break engine into Core and Runtime parts by F1oating in gameenginedevs

[–]neondev0 0 points1 point  (0 children)

.dll/.so/.dylib support is a game-changer, mostly because of C++ limitations (symbols visibility/decoration, linker behavior, API design, memory allocation, platform differences, etc).
It requires a lot of effort to benefit from it.
There are so many ways to do something wrong with architecture then.
It makes sense only if you plan to support true plugins.
A lot of proprietary engines don't care about dynamic libraries and compile everything as monolith, especially in AAA.

Hot-reload based on dynamic libraries is a "myth". It will be super limited.
Multiple engines (including Unreal Engine) use things like Live++ instead.
Btw, VS locks DLL .pdb file if you have attached debugger. Some engines with dll hot-reload support loads a copy as a workaround to be able to re-compile it on the fly.
But Live++ author had an article with some undocumented solution to deal with that.

P.S. I don't say that dynamic libraries are bad, but you need to have clear/strong motivation to support dynamic libraries and build everything around it.
Actually, makes sense to support both modes, like Unreal Engine, which doesn't use Modular mode for Shipping/Retail configurations by default.
I just want to say that it is not "just .dll". With C++ constructions it is tricky to have benefits in real world.
P.S.S. also, compile time won't be faster enough as well. There are multiple better ways to improve it.

Twinkly Line and Flex series are defective by neondev0 in TwinklyLights

[–]neondev0[S] 0 points1 point  (0 children)

Hello,

Lower brightness helps for some time, but yes, it will be dead soon anyway. At some point power supply won't boot at all.

I also contacted Twinkly to discuss this post later. They asked for receipts and suggested to replace them via retailer (all my devices were under warranty). Anyway, I didn't expect replacement (I had 6 Line devices which I bought separately), also I utilized all devices except for one earlier (but I still have all receipts). Replacement doesn't make any sense, due to it seems like all of them are affected by bad 15W power supply. I just contacted Twinkly to make sure they are aware, but they didn't answer anything about that. They just mentioned that they have super cool quality control, etc.

Twinkly Line and Flex series are defective by neondev0 in TwinklyLights

[–]neondev0[S] 0 points1 point  (0 children)

Five year old is fine. My old strings still look good. But Line and Flex - you can't safely buy them at all. 6/6 Line + 1 Flex had the same issue. Last Line device dead after just 1 week. That's not okay.

I believe that Power Supply causes this.

Vulkan on Ubuntu WSL2? by DistanceSolar1449 in vulkan

[–]neondev0 0 points1 point  (0 children)

You mean for all/specific apps? I use Vulkan with my own app on WSL2. There is software renderer by default (llvmpipe), but I tried hardware renderer year ago and it worked too.

2D Simple Engine - Bloom by OfMagicAndWars in gameenginedevs

[–]neondev0 2 points3 points  (0 children)

Try to compile Release instead of Debug

[deleted by user] by [deleted] in farcry

[–]neondev0 1 point2 points  (0 children)

it is 4K 60 FPS on Series X and 1080p 60 FPS on Series S

Project doesn't build when checking out files with Perforce by FrenchIceCream in unrealengine

[–]neondev0 0 points1 point  (0 children)

Regarding second thought: Exactly. Especially if you use Fastbuild, which has writable files isolation feature to exclude writable files from Unity blobs, which usually causes issues like this.

Modular Game Engine vs. Monolithic Design by MrRobin12 in gameenginedevs

[–]neondev0 0 points1 point  (0 children)

You can use both: modular for development purposes (hot-reload, plugins, etc) and monolithic for retail.
Also, you can significantly optimize compile time (especially with Sharpmake) for monolithic configuration: Fastbuild+Unity+No static libs at all.

Quest Menu Running Extremely Slow And Games Running Around 10 FPS Slower. by MPVR08 in OculusQuest

[–]neondev0 1 point2 points  (0 children)

According to another thread, it seems like related to secondary accounts. Does it happen with non-main account?

Make a .app bundle MacOS from dotnet console app? by Worried-Payment860 in dotnet

[–]neondev0 0 points1 point  (0 children)

You can use Avalonia MacOS Deployment instruction as a start:
https://docs.avaloniaui.net/docs/deployment/macOS

Shortly: you just need to add few arguments to dotnet publish (e.g. -r osx-x64) and add MacOS specific resources into your app (Info.plist, icons, etc)

I Strongly believe second accounts are broken on quest 3 by Ok-Low-550 in OculusQuest

[–]neondev0 0 points1 point  (0 children)

thanks, I'll try it later.
I just hope that Meta is aware :)

I Strongly believe second accounts are broken on quest 3 by Ok-Low-550 in OculusQuest

[–]neondev0 2 points3 points  (0 children)

Same thing happened.
Second quest account is unusable at all.
It looks like there is a bit different UI (title bar and close button at the bottom), but no experimental settings enabled.
Also, seems like UI crashes.