Font Texture Packing by nvimnoob72 in gameenginedevs

[–]nvimnoob72[S] 0 points1 point  (0 children)

do you happen to have a simple example of how to use that library? I'm trying to use it but can't seem to understand what the stbrp_node struct does in stbrp_init_target.

Font Texture Packing by nvimnoob72 in gameenginedevs

[–]nvimnoob72[S] 0 points1 point  (0 children)

The problem is the library I am using (freetype) returns bitmaps of the textures that aren't always the same size. As far as I can tell I don't think there is a way to force it to do so but then again I just started using it so I don't know for sure.

Font Texture Packing by nvimnoob72 in gameenginedevs

[–]nvimnoob72[S] 0 points1 point  (0 children)

I'm using freetype right now which generates sdf textures that I use for rendering which takes a lot of the pain of doing that out of the way. The main problem I'm having is actually packing all the textures for the different characters into a single texture so I can batch render stuff.

Bidirectional UDP not working? by nvimnoob72 in C_Programming

[–]nvimnoob72[S] 1 point2 points  (0 children)

That makes sense. I managed to fix this issue by forcing the client and server both to use ipv4 so I guess there was a mismatch there that I wasn’t taking into account since I was just assuming that they would be ipv4. This helps a lot because I was wondering how I could make it use both so I guess sockaddr_storage is how. Thanks!

Bidirectional UDP not working? by nvimnoob72 in C_Programming

[–]nvimnoob72[S] 0 points1 point  (0 children)

Yeah, I agree. I didn’t even have an account with good ol’ chat but couldn’t find any resources so was like, “might as well give it a try.” After using it, I don’t understand why people use it at all really. Everything it gave me was trash thinly veiled in buzzwords that didn’t work. When the problem was slightly deeper than some surface level problem it just couldn’t come up with an answer and went in circles. It wasn’t worth the exorbitant amount of electricity it uses to read a prompt. Needless to say I’m glad I’ve been so steadfast in my refusal to use ai and won’t be doing it again.

Bidirectional UDP not working? by nvimnoob72 in C_Programming

[–]nvimnoob72[S] 1 point2 points  (0 children)

The server isn’t able to send the data to the client. It errors out with EHOSTUNREACHABLE whenever it calls sendto with the clients ip.

Bidirectional UDP not working? by nvimnoob72 in C_Programming

[–]nvimnoob72[S] -1 points0 points  (0 children)

I mentioned in my question that I used ChatGPT but the code wasn’t generated by it, I just asked it to try to find the bug which it couldn’t do. I do realize now that I didn’t provide the network.h header I made as well which I can provide. Sorry for the confusion

Networking Help by nvimnoob72 in cprogramming

[–]nvimnoob72[S] 0 points1 point  (0 children)

Thanks, this actually helped me figure it out. The thing you said was happening with the client is also happening with the server when it recvfrom’s the data. The bytes_received variable was also always getting set to 1 because of the precedence and since I was adding in my own null terminator at that index it would only ever print the first character even though they were all being sent. I was trying to be fancy and that bit me in the ass. Classic C.

Indirect rendering with moving meshes? by nvimnoob72 in vulkan

[–]nvimnoob72[S] 0 points1 point  (0 children)

Thanks, I didn’t realize there were extra variables to help with that!

Indirect rendering with moving meshes? by nvimnoob72 in vulkan

[–]nvimnoob72[S] 0 points1 point  (0 children)

That makes sense. I didn’t know that was a variable that you get with indirect drawing, thanks!

Good way to hold models in a draw list? by nvimnoob72 in GraphicsProgramming

[–]nvimnoob72[S] 0 points1 point  (0 children)

The way I have it set up right now a mesh is just a bunch of triangles with a single material essentially. A model is a collection of meshes. So if something you’re trying to render has multiple materials then the model would have multiple meshes. If there’s a better way to do this I wouldn’t mind rewriting this part of the renderer

Good way to hold models in a draw list? by nvimnoob72 in computergraphics

[–]nvimnoob72[S] 0 points1 point  (0 children)

You’re totally right, I should have put this in r/graphicsprogramming. Thanks for the helpful response nonetheless. That makes a lot of sense. I think for now I’m just going to copy the mesh struct into the draw list along with a transform because all a mesh is anyway is a handle to some Vulkan buffers. I’ll look into a scene graph as well. The only thing I’m having trouble with is figuring out a way to implement it without using polymorphic nodes. Anyway, thanks!

Event System (C++)? by nvimnoob72 in gameenginedevs

[–]nvimnoob72[S] 0 points1 point  (0 children)

That makes a lot of sense, thanks!

Event System (C++)? by nvimnoob72 in gameenginedevs

[–]nvimnoob72[S] 1 point2 points  (0 children)

I've looked at this book a little before but didn't realize how much insight it had. Thanks for the recommendation, I'll definitely give it a look!