So... not a bug in glslang, powershell just defaults to saving text in UTF-16... which means that if you generate a configuration file for glslangValidator like this:
glslangValidator -c > myconf.conf
in powershell, you end up with a .conf file that glslangValidator can't read, because it wants UTF8
Woo nothing says fun like starting your day off with a bug in glslslang!
This bug would be very interesting if I didn't have an impending deadline that it needs to be fixed by.
Last year I made a rule for myself that I wouldn't write any new classes in personal projects (using classes from external libs and stdlib was still fine), and it was a great learning experience.
This year I'm considering making all my personal projects C only. Anyone out there working in primarily C? I'd love some recommendations for a decent math lib, since right now I'm using GLM (which is super template heavy...)
Re-read through Mike Acton's "Typical C++ Bullshit" last night, and noticed a weird comment near the end:
"References? Useless cruft"
So... what's the problem with c++ references? Is it just that you don't get to control when the pointer deref happens?
Oh god it's the beginning of the new year, let the recruiter emailpocalypse begin.
Over the years I find that instead of the oft repeated "break big functions into small ones", I'm writing very large functions and writing long comments throughout that describe what (and why) is going on. (this is when there's a lot of logic that is never needed elsewhere)
I'm then wrapping logic blocks in braces so I hide the parts of the function I don't need for readability.
Anyone else doing this? It feels like it's easier to read, but I'm wondering if there's a good argument against it.
Posted some GBA dev tutorials on reddit in April, and since then, I rearranged some of my website so the links broke (some time in October).
Had multiple people send me messages asking for the new links.
1. It looks like there's a healthy contingent of people who's new year's resolutions involved GBA dev, which is cool.
2. There's a link on the front page of my website to GBA tutorials... it would literally be less work just to go to my site and click it than it is to send me a message.
This coffee isn't great, but it's the best cup I've had in 2018.
The human race survived the dark ages. Pretty sure we will recover and adapt in the long run.
So it's New Years! Which means it's time to set some new #2018Goals
I had good luck last year making my goals be new habits that I wanted to stick to (I actually stuck to them!),
So my new habits for this year are:
1. Read technical books during my commute, instead of wasting time on reddit
2. Set aside time twice a week to focus on learning new math concepts.
3. Get to the climbing gym 5 times a month
Anyone else doing the whole new years resolution thing?
I love write-ups like this:
How Shadow of Mordor Renders a Frame: http://www.elopezr.com/the-rendering-of-middle-earth-shadow-of-mordor/
Hey, I'm a Mammoth Mountain using Mastodon! ...which likely amuses no one except me.
It's insanely quiet here, but 2 hours later than Chicago... so I've been up since 3:30. Not sure if there's a better morning work environment than a fireplace, and dead silence.
Lots of godot folks on here (which is cool!), what engines are the rest of us using?
How are folks handling art pipelines in UE4 (or at least, the "artist set up levels / data -> game ingestible data step of the pipeline).
I've got a franken-system that generates optimized umaps / materials from artist defined input, which seems less than ideal, but it feels far more flexible (and easier to debug) than extending the cooker (also lets us play the "cooked" content in editor)
I've managed to get to this point in my career without ever really understanding concurrency / concurrency primitives.
I'd really like to fix that, does anyone know any great resources online for learning that stuff?
The narrative of “AAA or nothing” is not only a crude misunderstanding (often mixed with some sunk cost - for lack of a better term), but also needlessly puts undue pressure on people who might not function well in such environments.
Such people are generally labelled “humans” - AAA isn’t exactly known for its awesome HR.
Kinda took the offset there and ran off somewhere else with it, but meh ;)
I've spent the past few days figuring out how to write a device-memory allocator for vulkan that doesn't need individual vkDeviceMemorys for each buffer that I'm using.
I ended up getting something working (albeit nothing production quality), but I wrote about it here: http://kylehalladay.com/blog/tutorial/2017/12/13/Custom-Allocators-Vulkan.html
I make graphics tech for mobile games, and dabble in engine dev as needed. Shared pointers must die. Random tutorials and thoughts @ http://kylehalladay.com
Game development! Discussions about game development and related fields, and/or by game developers and related professions.