BinaryByter
the C++ standard only guarantees char to be 8bit big
Pavel
Gonna build my own engine too
Sounds like a lot of work. Why not take an existent one first? There's lots of good engines.
Sarthak
yeaa.... goood luck...
So I was just asking should I use VS Code or Visual studio for that..? I'm the only one who will work on the project.
BinaryByter
visual studio code for life
Vitaliy ◀️TriΔng3l▶️
those assertions can be important though
There's stdint.h (why would you still care about ancient compilers?), and for CRT differences — just don't mix VS and MinGW stuff
Pavel
Try both, use one that suits most for your tasks
Vitaliy ◀️TriΔng3l▶️
Embedded systems may have ancient compilers and CRT though
Vitaliy ◀️TriΔng3l▶️
but still, it's their problem
Sarthak
Sounds like a lot of work. Why not take an existent one first? There's lots of good engines.
Well I want to be comfortable around that engine. I want everything my way you know... I don't want any extra stuff
Vitaliy ◀️TriΔng3l▶️
And low control of performance and architectural preferences
Pavel
Well I want to be comfortable around that engine. I want everything my way you know... I don't want any extra stuff
Be ready that you can spend years on that. And that will be not years developing a game, but engine for it.
BinaryByter
enjoy framebuffers :D
BinaryByter
enjoy different graphics cards drivers
BinaryByter
:D
BinaryByter
enjoy lerps then :D
BinaryByter
enjoy sound drivers :D
Vitaliy ◀️TriΔng3l▶️
enjoy navmeshes, steering and dynamic obstacle avoidance
BinaryByter
enjoy parsing object files :D
Vitaliy ◀️TriΔng3l▶️
enjoy GJK, EPA and projected Gauss–Seidel
Vitaliy ◀️TriΔng3l▶️
enjoy sound occlusion and DSP effects
Sarthak
Ok I guess these are enough reasons to not make my own engine 😂
Vitaliy ◀️TriΔng3l▶️
enjoy global illumination
Vitaliy ◀️TriΔng3l▶️
:D
Vitaliy ◀️TriΔng3l▶️
enjoy facial animation, enjoy inverse kinematics
BinaryByter
enjoy navmeshes, steering and dynamic obstacle avoidance
Oh dont start with the advanced stuff please
BinaryByter
and end yoursentences with the visual anaphor ":D"
BinaryByter
enjoy system incompatible code :D
BinaryByter
Enjoy trying to optimize out single function calls :D
Sarthak
Guys guys guys... I get it 😂
BinaryByter
enjoy changing standards :D
BinaryByter
enjoy trig :D
Vitaliy ◀️TriΔng3l▶️
that's the most basic stuff that you're listing though Max
Vitaliy ◀️TriΔng3l▶️
I'm actually seriously considering writing my own engine for a game, currently making a wrapper over graphics APIs like Direct3D 12 and Metal
Sarthak
I'm not that of a advanced programmer. I guess I don't have anyone to mentor me and show me the right way to learn everything 😭
Sarthak
Please guys help me
Vitaliy ◀️TriΔng3l▶️
(screw Vulkan, the API wants to know and to abstract away too much)
BinaryByter
Please guys help me
#private-teacher
Vitaliy ◀️TriΔng3l▶️
currently asset streaming is the most challenging thing for a more or less short term to me
Sarthak
Just show me the right path. I really wanna be like you guys
Pavel
I'm actually seriously considering writing my own engine for a game, currently making a wrapper over graphics APIs like Direct3D 12 and Metal
Well, I'm making a game engine too :) Just for fun, and to know a little more about lowlevel stuff and to do my architecture mistakes now, not in real projects in future
Sarthak
.
Yes I'm looking into it right now
Pavel
Just show me the right path. I really wanna be like you guys
Well, there are lots of paths. If you just want to make a game and don't care about anything else I would suggest to take one of some popular engines. People usually learn Unity and go with it and they're happy (the developers of Unity do pretty good work and promise make it more suitable for big projects in future). But it's C#. Some C++ developers like UE4, because it's simple and gives lots of tools out of the box. If you want to learn programming in game development there's no easy path, you need to learn most of things that was mentioned above :) I have colleagues that started from making their own engine (actually most of them did), some started with Unity or UE (I'm from this group), some worked years in other spheres (backend, enterprise soft, etc.) before joining gamedev. So I can't say some way better than another. If I ask some of this persons they would probably suggest doing that they did (but they did different things 😃)
Pavel
Let me guess, you get "stack overflow" error?
Pavel
Difference, that one is created on stack and another in the heap. (Which will be correct: "in the heap" or "on the heap"?)
Pavel
If short: stack is used for local variables (that don't go to processor registers directly), heap is for dynamic memory (that you allocate using new). Stack has limited size, heap afaik limited only by your RAM size. If in details, then there're lots of articles in Google https://www.gribblelab.org/CBootCamp/7_Memory_Stack_vs_Heap.html
Pavel
Anonymous
1) unsigned long long *arr=new unsigned long long [5000001] 2) unsigned long long arr[5000001] I m getting SIGSEV for this
Pavel
M I getting this because of this
https://stackoverflow.com/questions/1847789/segmentation-fault-on-large-array-sizes
Anonymous
Thx
Shivang
Is it possible to take input from user of type string with undefined size of array
Shivang
Is it possible to take input from user of type string with undefined size of array
Like in python input of string can be of size until memory is free
Rizky Khapidsyah
Hii
Shivang
Reserve/resize
Could you explain it using code snippet
Liam
why not std::string directly
Maybe a pure C user.
Jussi
In C++ we have this thing called "stream"
Jussi
ofc you can also use read and define how many bytes you want to read
Jussi
and use stdin as the fd
Shubham
and use stdin as the fd
i don't understand this can u elaborate this
Jussi
i don't understand this can u elaborate this
read(STDIN_FILENO, buff, sizeof(buff));
Jussi
and put it inside while-loop
Jussi
Using gets() fun
does it allow you to define the max length? if the input size is unknown?
Jussi
Using gets() fun
man page tells me "BUGS Never use gets(). "