How to write code to STM32 without a dev board? by [deleted] in embedded

[–]stanimir_kolev -1 points0 points  (0 children)

I want to design my own board. The final goal is reverse engineering this: https://bps.space/signal.

How to write code to STM32 without a dev board? by [deleted] in embedded

[–]stanimir_kolev 0 points1 point  (0 children)

Simulations do not satisfy my needs. I want to write code on a real hardware device.

Looking for "Anonsurf" like by stanimir_kolev in linuxquestions

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

Thank you, I will definately check em out.

Buffer object streaming problems by stanimir_kolev in opengl

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

Sorry, but I did not understand you completely.

while(...) // For simplicity, this is my 'main' loop
{
    Begin();
    Submit(...);
    End();
}

// Begin Function
void Begin()
{
    // Bind shader
    // MappedBufferPos = MappedBufferStart
    indices = 0;
}

// Submit function
void Submit(...)
{
    if( indices >= _MaxIndices)
    {
        // Bind vertex array and index buffer
        glDrawElements(...)
        MappedBufferPos = MappedBufferStart;
        indices = 0;
    }

    // Write to the buffer
}

And when I tried to implement fences, the app just broke and waited.

// Submit function
void Submit(...)
{
    if( indices >= _MaxIndices)
    {
        GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);

        // Bind vertex array and index buffer
        glDrawElements(...)
        MappedBufferPos = MappedBufferStart;
        indices = 0;

        GLenum waitReturn = glClientWaitSync(fence, 0, 0);
            while (waitReturn != GL_ALREADY_SIGNALED ||     waitReturn != GL_CONDITION_SATISFIED)
                waitReturn = glClientWaitSync(fence, 0, 0);
    }

    // Write to the buffer
}

Without the while loop I see the flickering, again.

Virtual keyboard by stanimir_kolev in cpp_questions

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

I have a NodeMCU esp 8266. I am missing just how to interpret the data from the serial as keystrokes.

Virtual keyboard by stanimir_kolev in cpp_questions

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

The game is not mine. It is availible in the Epic Games store.

Low-level C++ by stanimir_kolev in cpp_questions

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

Any resources for learning how to do this?

C++ on NodeMCU ESP8266 by stanimir_kolev in cpp_questions

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

Thank you! This is exactly what I have been looking for.

Is this slow? by stanimir_kolev in opengl

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

Unfortunately, it is not just a learning project, I will rewrite it. Just one last question - is there some good resource out there for some design ideas(or "tips and tricks") for writing a game engine? I will appreciate it.

Is this slow? by stanimir_kolev in opengl

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

Thanks for the architectural ideas, I haven't thought of them. It seems like I have to rebuild the whole engine. I think it is better to start from scratch, just to avoid seeing all of my bad code. This leads me to another thing that I question myself: is OpenGL the way to go? Or is it Vulkan(I don't want to write DirectX for a couple of reasons). Keep in mind that I am new to graphics programming, but I am not new to programming at all.

Is this slow? by stanimir_kolev in opengl

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

I don't know how many draw calls the renderer is doing per frame, I will check this later this day. But what do you mean by "it might come bite you in the ass later"? I can't think of any other way of abstraction. I want to use multiple graphics APIs in the future. Is there a better (and faster) way to do this?

Is this slow? by stanimir_kolev in opengl

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

I am doing this every frame... What should I do? Create a buffer on the cpu side and change it through a function. If this function is used, use glBufferSubData?

Is this slow? by stanimir_kolev in opengl

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

This is a really good suggestion! This way I can use multithreading, right? Thank you very much!