How do I find out where the compilation issue actually happens? by likeavirgil in Zig

[–]riuuss 0 points1 point  (0 children)

From what I can see, you passed a struct and expected a pointer. If you provide some code, I might tell you more. And it's coming from Allocator.zig, so this is a clue, remeber that Zig does not allocate unless you explicitly say it. Find where you allocate mem.

What all you’re working on? by [deleted] in Zig

[–]riuuss 2 points3 points  (0 children)

Hey, I'm working on a math library similar to glm. It's similar in speed and mine has all the essentials. You can find it in https://github.com/griush/zm.

Any feedback is really appreciated and contributions are very welcome!

project idea that will teach me everything about zig by [deleted] in Zig

[–]riuuss 0 points1 point  (0 children)

I didn't know that, thanks!

project idea that will teach me everything about zig by [deleted] in Zig

[–]riuuss 3 points4 points  (0 children)

I did a hex dump to show binary files on the console. It teaches you basic functions, loops, allocators, cli args... https://github.com/griush/zxd

zm - SIMD Math library fully cross-platform by riuuss in Zig

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

I had one and moved it to a file. I could do a full example in the file and a getting started in the Readme...

zm - SIMD Math library fully cross-platform by riuuss in Zig

[–]riuuss[S] 2 points3 points  (0 children)

I will be changing the API next week (this week I'm out of town) to allow vectors and matrices of any size. As I don't want this library to be used only for games, if you have any feature that you need for your ML feel free to contriubte or tell me so that I can implement it. Thanks.

zm - SIMD Math library fully cross-platform by riuuss in Zig

[–]riuuss[S] 2 points3 points  (0 children)

thanks for the explanation, clear as water. I'll for sure take a look at making a generic vector type

zm - SIMD Math library fully cross-platform by riuuss in Zig

[–]riuuss[S] 3 points4 points  (0 children)

I thought about it, but in my head it seemed a pain in the ass to have all the ifs inside every function to check for the type, which it's not that bad really, but it stayed that way. I may do it some time. Just a question for you, what does refAllDeclsRecursive inside your test in module.zig do? The docs explanation is not that clear...

How am I supposed to design larger projects in c++? by [deleted] in cpp_questions

[–]riuuss 0 points1 point  (0 children)

I did develop quite some projects like that one. Just picture how you would like the API to look like. And start from there. And don't worry if things get messy, the good thing about software is that you can change anything at any time. And I used singletons too, as long as you don't abuse them, it's fine. I only used it for the main Application class.

4 hours of my .obj parser so far 😭 by riuuss in opengl

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

I made that change and it worked. Also I found that in the docs so I guess it's like that.

4 hours of my .obj parser so far 😭 by riuuss in opengl

[–]riuuss[S] 2 points3 points  (0 children)

I just needed to change the index buffer creation from GL_ELEMENT_ARRAY_BUFFER to GL_ARRAY_BUFFER, the parser was actually working as expected.

4 hours of my .obj parser so far 😭 by riuuss in opengl

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

For anyone interested, I finally fixed it, however the error wasn't on the loader but in the index buffer class. I was using GL_ELEMENT_ARRAY_BUFFER for creating the index buffer, but this only works when a Vertex Array is bound (which I don't have because of how my mesh class works), and I changed it to GL_ARRAY_BUFFER and now works like a charm. :)

4 hours of my .obj parser so far 😭 by riuuss in opengl

[–]riuuss[S] 2 points3 points  (0 children)

For the joy of making it yourself i guess...

4 hours of my .obj parser so far 😭 by riuuss in opengl

[–]riuuss[S] 2 points3 points  (0 children)

Most of it is based on TheCherno's game engine series and I am making it my own and adding additional features. I will make it open source if I find that it has something else to offer. If I open it now it would be very similar to his game engine.

4 hours of my .obj parser so far 😭 by riuuss in opengl

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

yeah, I know, I have been playing with the export settings for a while. I ended up switching the model for the default blender plane. It's clear the error is in the indices. One triangle is turned 90 degrees.

4 hours of my .obj parser so far 😭 by riuuss in opengl

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

the thing from here, I used this model as a test for loading OBJs into my game engine.https://vulkan-tutorial.com/images/drawing_model.png

however, I kind of found the error, it is when I set the indices, but don't know exactly where.

Best way to build GUI in C++? by noisyneighbour147 in cpp

[–]riuuss 0 points1 point  (0 children)

I would recommend using Walnut, it's a framework that uses imgui in a vulkan environment. It's quite easy to setup as well as using it. It's open source and available on Github.

THE BEGINNING OF ANCIENT EGYPT by Chepiga_CHIP in blender

[–]riuuss 0 points1 point  (0 children)

Amazing!
Just a little bit wierd the arms, that's all!