#May I suggest we make a thread? (m not

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smoky tundra
orchid kettle
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dope

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okay

pastel girder
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hey that's not a crash Thonk

orchid kettle
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Im using live coding

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actually lied, not using live coding

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I usually do but unreal crashes before I get the chace to use it

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nah

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editor is closed

orchid kettle
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...

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good point

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i mean its a breakpoint I cant move past, and I didnt place it

pastel girder
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find the menu button to clear all breakpoints in VS first to avoid silly things

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(god wtf rofl wtfbbq even is that debug info beside your line with the breakpoint crying_laughing it has a bunch of gibberish in it... LogAudioMixer... VS debugger having a fine stroke)

orchid kettle
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VS has always been gibberish to me lmfao

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idek man

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The clear all breakpoints button is greyed out ๐Ÿ˜ญ

pastel girder
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yeah maybe you're trying to set [-1] and that's throwing an internal log, if you pressed F5 you might have gone back to unreal and seen an error log

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though i thought that just crashed, maybe not, i don't remember anything

orchid kettle
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beautiful! My normals are a bit fucked up but ill take it!

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can someone walk me through like im an idiot what exactly the problem was?

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How does that cause a crash though?

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would it just start overwriting values?

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ah

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it would always say VoxelCoordinate was like 64 or something

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and if i use the Add method itd crash, no chance for a negative value if j shoving onto the end

pastel girder
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like it said, that last one wasn't a crash - it was probably or at least perhaps an ensure error log in the array code

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(i have no idea why your original stuff was crashing, who cares now)

orchid kettle
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yeah ill take what i can get lmao

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you guys are the best tysm

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and @teal wharf

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While I have eyes on all this, there were definetly some unrelated other wonky things yall noticed? Im sure some were there just as placeholders but was there anything else crazy that was like, woah what are you doing ๐Ÿ˜ญ ๐Ÿ˜…

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This was very temporary just for testing, but whatd you have in mind?

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When I wrote this, i was mainly focused on performance testing the meshing algorithm

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runtime and gen-time

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yes, along with UDynamicMesh

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it uses a Binary bitwise greedy mesh algorithm (thats what I copied from google lmao)

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I tried writing one myself but apparently I cant even make sure an array index is positive, no less construct my own algorithm ๐Ÿ˜ญ

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I try not to directly copy from google or use LLMs purely from the fact i dont understand the problem that way. I dont mind asking for help on these servers typically because I get to watch as others tackle the problem in real time which helps me better understand where the problem is coming from and how to tackle similar problems in the future