alektron.bsky.social
Software-/Game developer
I write my own engines ⚙️
All my recent projects: https://alek-tron.com/
105 posts
34 followers
39 following
Regular Contributor
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I just recently wrote a little game from scratch in just ~3200 LOC. It's up on GitHub as a learning resource:
github.com/alektron/Chu...
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Are the gizmos and indicators drawn in screen space? Looks very nice
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@zylinski.se @gingerbill.org
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You know, using software tricks to make up for lack of hardware speed, I can get behind that.
Using more software to make up for lack of software speed, however... that's just ridiculous
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It has had that for as long as I can remember.
But it's really just a shortcut for three separate actions.
It doesn't even work if the debugger got attached to a process after the fact, only if it got launched WITH the debugger.
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His newest post does not have macros anymore.
I guess one can still define them as compiler flags but idk...
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Nah, Stefan knows the in and outs of C++. This seems to cheap of a trick.
I thought about defining macros via compiler flags but that too seems a bit cheap.
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Ok, I'm stumped.
I guess the int in front of main getting replaced with nothing is fine on some compilers.
But for the body... no idea.
Is the body even getting compiled/type checked?
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Sir, I need you to extend that code panel.
Also you are under arrest
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I have a finished game sitting on my computer. It's just that all the values (upgrade values/prices, world generator etc.) are completely arbitrary and unbalanced.
And I just can't get myself to actually work on that part because turns out that's hard...
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I'm rocking a Rift S myself. It doesn't get any love anymore in terms of software updates but it still works great.
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I get that a lot, lol.
Funny enough my main inspiration was actually another flash game. Mega Miner.
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"create PDF files" and "liked it" is quite contradicting I'm afraid.
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I use AddCustomRectFontGlyph to add a whitespace "icon" to my atlas (mix of icons and text glyphs) that has the same width as my (monospaced) icons but is differently sized than the usual whitespace glyph.
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What has the default collapsing header arrow done to people?
It never gets any love...
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Interesting. I got around using a callback by just doing this.
It makes the call site a two liner but gives me some more control.
In reality I have some more code to add clipping and a terrible looking ellipsis but if you can find a good maxWidth this works just fine.
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Do you have a dedicated and integrated GPU on your machine?
If you do you could turn off one or the other and see if it makes a difference.
Driver implementations tend to differ quite a bit between e.g. Nvidia and Intel
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Curious what feature that is.
Can you share or do you prefer not to get any hopes up too early on?
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C++ but in a relatively C-ish style
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We can also interpret the graph directly for debugging purposes. I never profiled that one since it doesn't really matter. Probably not too efficient.
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Depends on the size of the project but usually not over 10ms.
Our main bottleneck however is the actual communication with the PLC.
The graph gets compiled to byte code for a stack machine VM which is pretty efficient. ~0.5ms for ~2500 instances of the one in the image.
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Simulation software I am developing on my day job.
Basically PLC outputs come in and the node graph converts them into a speed (float) to control actuators in the simulation.
I wanted everything to be explicit so all number type conv. need the tiny nodes, yes. Does make it kinda tedious...