Can pyqt be made into some sort of portable distribution? We generally tend to avoid any sort of tools development that requires team members install things themselves unless we really have to (because inevitably most people won't, and won't ever use the tool)
@abyrd It's only a productivity impact if you consider having to worry about checking binaries into source control and/or (if your binaries aren't all in source control), having to update binaries wherever they are whenever you update the tool
Also - it's a lot easier for python to be cross platform than c#, so if you do a lot of work on multiple platforms (ie/ code on windows, build on mac for iOS), it might make life easier.
@menelikko That's really interesting. I've casually been following a bit of work with VR for pain reduction (like http://www.vrpain.com/ , the snow world project is really exciting!), but I haven't seen any that are looking at the impact on dementia or other age related diseases.
Please keep posting about it as the project unfolds :D
@bartwe We've got some assembly code in house that might be of interest to my attempts at getting a memory tracking system online,
the problem is both that I don't read x64, and would eventually need to convert it to ARM64, (and then maintain it), so I'm mostly just looking to figure out how fast I can crash course into assembly and be useful with it.
How does it handle deallocation - I'm thinking of adding some extra header data to each alloc to identify what context it was from (we use a single global binned allocator, and ideally that won't change, so no explicit memory pools for us)
@jon_valdes @abyrd Actually, I think I'm going to give this approach a shot - it isn't feasible to expect it to catch everything UE4 does, but I think it might be enough to catch most of what we care about.
Something like a scoped_context object that we can wrap game code in that sets the allocator context for everything that the engine ends up doing because of our code.
Won't break down the memory very granularly, but all we want is coarse buckets to keep an eye on things for now.
@abyrd @jon_valdes This seems sane.. but unfortunately the target engine is UE4, and I certainly don't know every entry point to every system (although I suppose you could set that variable at the beginning of every function? that feels dumb though?)
Am I missing something obvious here and assuming this would be hard to do on an engine the size of UE4 which was originally designed to have a single global allocator?
I'm looking for a way to write a memory allocator that will bucket allocations based on what system is using that memory (ie: have a bucket for UI, Animation, Gameplay, etc).
But the kicker is that I can't modify the call sites of any allocation, and the current allocator interface only asks for an alloc size and alignment.
I've had someone suggest manually walking the stack to figure out what's making the alloc call... are there any other options?
So uhhh... I may suddenly have a need for x64 assembly skills...
I've never done any assembly programming - what's the fastest learning path I can take?
The guy interviewing here today apparently reads my blog.
I'm kind of a big deal.