#Andromeda - Terrain/Landscape editor using Vulkan and Rust

6580 messages Β· Page 7 of 7 (latest)

shadow trench
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it implements a bunch of useful things for futures

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i think its not used much in the library though anymore, maybe only for the examples

potent quest
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I guess tbh i should expect a lot of crates but man i don't like having a lot of external crates

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idfk why it makes my project feel bloated

shadow trench
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the thing in rust is you dont want to reinvent what crates already do

potent quest
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ya true

shadow trench
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also they dont get recompiled until you update them

potent quest
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but there's just extra baggage that i just don't need

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but you're right don't redo the wheel

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which is why im a professional wheel maker 😎

shadow trench
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tbh phobos doesnt depend on a whole lot

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i can get rid of layout-rs I think

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let me do that actually

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rayon is only for integrating with rayon if youre also using rayon

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ash, ash-window - obviously required
raw-window-handle - interop with other windowing libraries
gpu-allocator - like VMA
derivative - derive Debug while ignoring fields, this is a proc macro so not included in the final result
futures - almost everything will depend on this eventually
petgraph - graph used in the internal representation of the render graph
winit - integration with winit is provided, but can be disabled
anyhow, thiserror - any project will have these
spv-cross - shader reflection
log - logging, most projects will have this one way or another
rayon - optional rayon integration if you are using rayon
static_assertions - tiny macro lib, though I dont think im using this anymore
fsr2-sys - FSR2, optional
widestring - wide strings for fs2, only enabled with fsr2 on
multimap - used in the pool, its just a HashMap<K, Vec<V>> but with some utilities

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i dont see much room for removing dependencies here

potent quest
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i see

shadow trench
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i do also want to minimize them though, its not like i just throw new ones in for no reason

potent quest
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ooh ok

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thiserror?

shadow trench
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That’s used for generating error trait impls

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Its also a proc macro

potent quest
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OHHH

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I still haven't learnt about traits yet πŸ’€

shadow trench
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The best part of rust πŸ’€

potent quest
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I've only completed chapter 9

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shhh

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chapter 10 is traits, lifetimes, and probably what makes rust rust

shadow trench
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Probably then yeah

potent quest
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god i need to relearn the fundementals ive kinda been winging it KEKW

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praying that rust lang book will teach me those

shadow trench
potent quest
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macros are uh functions with extra steps 😎

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(im probably very wrong)

nimble solar
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Btw mr penguin

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Can I employ you to implement VK_EXT_mesh_shader support in renderdoc

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("no" is not in the domain of acceptable answers)

potent quest
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πŸ’€

shadow trench
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I gotta implement RT first

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But baldurk scares me

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Does nsight not have mesh shader support

nimble solar
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Yes it do

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But nsight suuuucks so bad for viewing resources

potent quest
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what?

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wait renderdoc can debug rt?

nimble solar
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No 😭

coarse yoke
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unless it's changed no

potent quest
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only pain

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OHH you guys are talking about make a pr to renderdoc

nimble solar
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there is only pain

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Imagine you're me

shadow trench
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I believe baldurk said he would accept contributions for RT support

nimble solar
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Working happily with OpenGL

shadow trench
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Ive been considering working on it but it’s a huge task

potent quest
nimble solar
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Then I realize that RenderDoc doesn't support anything, switch over to Vulkan, and it still doesn't support anything

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Life is cruel

potent quest
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born to renderdoc

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forced to nsight

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:(

hot yarrow
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so Lvstri-debugger when

shadow trench
nimble solar
hot yarrow
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hehe

potent quest
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dynamicstate3?

shadow trench
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Extended dynamic state

nimble solar
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The ext that makes VkDynamicState less garbage

shadow trench
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Yeh

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I use it for wireframe

hot yarrow
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what was dynamicstate2 then?

shadow trench
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Also more dynamic states

nimble solar
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Less garbage, but to a lesser degree

potent quest
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ill pretend to understand what you guys said
its been so long since i used vulkan by itself i've been too vuk and phobos pilled

nimble solar
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3 > 2 I think

hot yarrow
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i hope vb finishes his dynamic stateisms in vkguide

shadow trench
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3 adds a lot but they’re all optional lol

nimble solar
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I need the guide

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vblanco hurry pls

potent quest
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i remember doing vkguide i probably should've extended the renderer πŸ’€

hot yarrow
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profiles + dynamic state

potent quest
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What is pretty_env_logger?

shadow trench
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log doesn’t actually write any output, it just records logs

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That crate takes the output and prints it to stdout in a nice format

potent quest
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Ohh alright

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I think

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I got a basic implementation (i yoinked and twisted from examples)

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how would i uh

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actually run it

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is there code in phobos showing how the examples are ran?

young oar
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Allows me to log to a file as well

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Which allows me to do this

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Just a few files tehe >.<

potent quest
potent quest
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WOOO

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I GOT IT FUCKING WORKING

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WOOOOO

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WOOOOOOOOOOH

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LETS GOOOOOO

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YEAHHHHHHHHHHH

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now i need to figure out what i did bleakekw

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antyways on my c++ project i am getting linker errors
this is supposed to be the part where i give up i think

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wtf im supposed to move all my function definitions from my .hpp to my .cpp for template classes?

mild flower
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no

potent quest
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wrong way i meant

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i meant .cpp to .hpp

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@mild flower

mild flower
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yes

potent quest
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okok thank you

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why?

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eh ill say its compiler wizardry

mild flower
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no

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the reason is that you cannot instantiate a template without seeing its definition

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you get a linker error because the code for that instantiation hasn't been generated

potent quest
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ohh that makes sense

mild flower
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you can manually create instantiations of the template, which allows you to define the template function in a file, but it kinda goes against the point of templates in the first place (being generic)

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because you have to place the manual instantiations somewhere that can see the full definition of the template (probably in the cpp file where it's defined)

potent quest
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oooh ok

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wait wtf

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it's 2 already?

mild flower
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no, it's only 11pm

potent quest
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2 in canada est

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i should sleep

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but i got my cpp ray tracer's handle and asset system working

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the moment i started putting my template classes' methods in my headers the ide started giving me errors and i was no longer doing wild goose chases

shadow trench
inner forge
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heightmaps are frogeheart

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you can return the lockguard thonk

shadow trench
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Yeah but the thing I want to return isn’t the thing inside the lock, it just refers to it

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Like, the lock is on a hashmap and I want to return an entry in the map

inner forge
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and if you use parking lot there's a way to map lock guards

shadow trench
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Hmm I might look into that

inner forge
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or you be me and use the unsafe locking APIs with a wrapper

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lol

shadow trench
inner forge
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100% safe

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also (shameless πŸ”Œ warning)
may i interest you in my heightmap compression library

shadow trench
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That looks interesting

potent quest
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Is there a fastgltf-ish equivalent on Rust?

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I want to be able to load assets fast

nimble solar
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Why

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When I was loading Moana Island, I was pondering upon my decision to load it while painfully aware that there was no streaming system and that it would crash

inner forge
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that's as fast as you're gonna get

shadow trench
inner forge
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otherwise i doubt the cost of parsing gltf is gonna be more than the rest of the processing you do

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gltf is a meh runtime format

inner forge
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compare lets you compare multiple algorithms on a local file tho

shadow trench
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you should really put a comparison yeah kek

inner forge
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i have that, but in the wip research paper lol

hot yarrow
young oar
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Lol

young oar
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The only problem with my implementation is that my meshes are pretty naively implemented (just store a buffer for each vertex attribute) so it creates a lot of buffers when loading lot's of meshes

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That's not really related to the crate though

shadow trench
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noooooooooo

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i had such a good streak of not dying to trains going

hot yarrow
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oops

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also played a little today again

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restarted my lastweekends world, but still fuck up transition green to red circuits πŸ˜„

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need to work on that

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and then its pure spaghetti with blue circuits and electromotors

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thats where i quit heh

potent quest
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factorio trains changing their schedule to the exact nanosecond you step on the track to run you over

hot yarrow
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πŸ˜„

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i have no trains in that new world

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well, i lied, i keep having 4 locomotives and a bunch of tank waggons in my pockets for quite some time, but have not built any tracks

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monkey island kind of pockets πŸ˜„

shadow trench
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i uh

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rushed trains really hard this time

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I just finished setting up the basic train net even before getting blue science

hot yarrow
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i played that train signal tutorial in between, but havent understood a thing lol, need to exercise that a little

shadow trench
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The middle is the tiny starter factory I made to automate some supplies

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Rail signals are tricky at the start but once you get the idea its super simple

hot yarrow
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yeah

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thats my little crib

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all starter spaghetti

shadow trench
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Lots of ores, thats pretty nice

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I have not been blessed with that on my island map

hot yarrow
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hehe i havethis funny circle thing for research

shadow trench
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Already have one cargo ship line to another island for iron

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I might have to set up another one soon

hot yarrow
shadow trench
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lmao

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Looks great though

hot yarrow
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cargo ship?

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do you play with mods?

shadow trench
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Its a mod

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Yeah

hot yarrow
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ah

shadow trench
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A lot of them kek

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im playing the space exploration modpack

hot yarrow
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explains the planet spawn thing πŸ˜›

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ah

shadow trench
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Yeah

hot yarrow
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i rember now

shadow trench
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I had another save but I started over

hot yarrow
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the factory must grow

shadow trench
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inshallah the factory will grow

hot yarrow
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whenever i play factorio, i want to make something similar or at least try some

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then i quit factorio

shadow trench
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These ships do look kinda cool

hot yarrow
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and dont want to do anytthing anymore

hot yarrow
shadow trench
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The mod also adds offshore oil so that's next on my list

hot yarrow
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the art is incredible as well, whole of factorio

shadow trench
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Yeah, true

hot yarrow
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better job than all the other factorio clones

shadow trench
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easily

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That is a lot of oil from one offshore rig

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They also look really nice

hot yarrow
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noice

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does it run out or also endless like normal oil?

shadow trench
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Same as normal I think, slows down over time

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And my trains deadlocked, nice

hot yarrow
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πŸ˜„

shadow trench
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Easy fix

shadow trench
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That red signal on the right should be a chain signal I think

hot yarrow
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worf a try

nimble solar
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Penguin

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do you use shaderc

shadow trench
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uhh

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i have to think

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yes i think

nimble solar
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sir

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it's your own thing

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wtf KEKW

shadow trench
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not in phobos anymore

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i use it to compile the shaders for the examples

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but i use hlsl so i dont actively use it anymore

nimble solar
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Interesting

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so I'm fucked KEKW

shadow trench
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why

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whats wrong with shaderc

nimble solar
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do you happen to have any idea why shaderc refuses to accept CRLF files

shadow trench
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that shouldnt happen

nimble solar
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../shaders/0.1/final.frag:78: error: '' : unexpected token
../shaders/0.1/final.frag:78: error: '' : unexpected token
../shaders/0.1/final.frag:78: error: '' : unexpected token
../shaders/0.1/final.frag:78: error: '' : unexpected token```
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ignore the first one

shadow trench
potent quest
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zamn everyone is switching over to hlsl
Is it that much better?

shadow trench
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it is quite nice

nimble solar
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I don't understand how you live without BDA pengu

shadow trench
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do i

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do i really live

nimble solar
potent quest
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waiaia phobos doesn't use bdas?

nimble solar
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This is so good

shadow trench
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well it has support for it

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i think

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yeah it should

nimble solar
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Instead of set = 0, binding = 0; set = 0, binding = 1; set = 0, binding = 2 ..

potent quest
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Oh does phobos not have device adress automatically for buffers? vuk you could get your buffer then just do .buffer_address

shadow trench
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you can do that in phobos too

potent quest
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ohh ok

nimble solar
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It's just HLSL the special child

potent quest
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Oh yeah does phobos have a way to reuse synchronization or am I architecturing / understanding it wrong?

Because when I make my BLAS / TLAS some of them may refer to different buffers so I would need to create a seperate pass to sync it but sometimes those passes may be reused between BLASes

shadow trench
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`hmm

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can you show a code sample

potent quest
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wdym?

shadow trench
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like just write your current code and what you dont like about it

potent quest
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oh nono im just asking curiosity cuz im running into the same-ish issue in vuk so im wondering if phobos has a way around it

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i can send vuk code if oyu want. it's gonna be horrible

shadow trench
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sure

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thats fine

potent quest
shadow trench
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i mean you could just give it all the buffers youre going to use in a single pass and then call all the build cmds

potent quest
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oml i could KEKW

shadow trench
potent quest
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i assumed that passing in the buffers would mean it would only use those buffers

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i forgor we set up the buffer targets for a reason in the build infos

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thank you penguin

shadow trench
hot yarrow
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abusing my power to pin stuff in others' people's stuff, so that i will find it again

shadow trench
hot yarrow
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sorry not sorry xD

potent quest
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flexing off his glsl setup

potent quest
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wait hold on

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rebuild how tf would I handle that?

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i'd need those buffers again but i cant attach them since i moved them

shadow trench
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huh

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in vuk or in phobos

potent quest
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vuk

shadow trench
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no idea

potent quest
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std::ref to the rescue KEKW

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probably not intended whatsoever

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i cant find a way for reuse to happen

shadow trench
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i find it strange binding a buffer would force you to move it

nimble solar
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C++ moment

hot yarrow
shadow trench
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Getting there :)

hot yarrow
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: )

shadow trench
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im at 241 already NanaStare

nimble solar
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const restrict uint[] primitive_index = uint[](
    uint(primitive_ptr.data[primitive_offset + primitive_id * 3 + 0]),
    uint(primitive_ptr.data[primitive_offset + primitive_id * 3 + 1]),
    uint(primitive_ptr.data[primitive_offset + primitive_id * 3 + 2]));
const restrict vertex_format_t[] vertices = vertex_format_t[](
    vertex_ptr.data[vertex_offset + index_ptr.data[index_offset + primitive_index[0]]],
    vertex_ptr.data[vertex_offset + index_ptr.data[index_offset + primitive_index[1]]],
    vertex_ptr.data[vertex_offset + index_ptr.data[index_offset + primitive_index[2]]]);
const restrict mat4 transform = transform_ptr.data[group_id];``` I heard you guys like indirection
potent quest
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indirection...?

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oh getting data through pointers/references instead of directly

coarse yoke
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arr1[arr2[arr3[0]]] is 2 layers of indirection

shadow trench
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(real image of lvstri's code)

hot yarrow
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xD

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i remember some discussion back in IRC, people made fun of a finnish guy who pretty much just used void* for everything

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and few places it was void** and void***

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really strange guy

shadow trench
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generiks ℒ️

hot yarrow
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it wasnt neure btw πŸ˜„

shadow trench
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neure writes good code

hot yarrow
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hes also a cool dude

shadow trench
coarse yoke
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are you implying void*** isn't good code?

hot yarrow
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if you claim you write proper c++

potent quest
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Huh

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rust lifetimes are easy

young oar
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I know this might sound like speculation but... I think my app might be GPU bottlenecked

mild flower
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Are you guys all using Andromeda or something

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It feels like there're three people who post about their projects here πŸ˜„

potent quest
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ill uhh make a project post later
Andromeda is a refugee camp

young oar
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Yea... same

potent quest
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Ahem
TERRAIN I LOVE TERRAIN!! RAHHHHHHH πŸ¦… πŸ¦… πŸ¦… πŸ¦… πŸ¦… πŸ¦…

young oar
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I mean my project is somewhat related to terrain dev lel

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(it kinda is a terrain generator ngl)

potent quest
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ok so

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phobo'ing time

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now we finally become relevant

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to the project πŸ’€

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Hmmmm does rust have an equivalent of handles?

young oar
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Nope but there's crate that handle (no pun intended) that for you

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I decided to roll my own type of handle/manager just for funsies but it's not really that hard

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Just an ID and a centralized struct that contains a vec of objects associated with the IDs

potent quest
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ya it shouldn't be that bad

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(i havent learnt smart pointers)

shadow trench
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Yes this is the terrain dev channel now

potent quest
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phobos channel when

wispy ore
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Meranwhile me reading paper after paper πŸ’€

shadow trench
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But using this is fine

potent quest
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Oml there is

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Ahh I should make my own project post but there isn’t anything to show for it πŸ’€πŸ’€

inner forge
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which reminds me, i should try implementing the ideas i've got

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to see if they actually don't suck

wispy ore
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LET'S MAKE UNREASONABLY BIG GAMES KEKW

inner forge
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i'm trying to ship the earth with 1200^2, 400^2, and 100^2 LODs in as small as a size i can get

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it's like 12 gb rn nervous

wispy ore
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what's the accuracy?

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If you want it super accurate you will hit lots of walls with different projections and different DEM accuracies

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also bathymetry data is hard to come by at good resolutions

hot yarrow
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heh like i said, yall should merge into one thing

wispy ore
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almost as if we could create something meaningful when we do that

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we don't do that here though KEKW

inner forge
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it's not very accurate

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it's for a top-down map, not even 3d lol

wispy ore
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I see

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well for top down accuracy can be a bit "worse"

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100 is pretty large though

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I've found some DEMs at 0.25

inner forge
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yeah the 100x100 tiles are for a 1200 nm map range KEKW

wispy ore
hot yarrow
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hehe i know πŸ™‚

wispy ore
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@shadow trench how terrain editor going

shadow trench
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its going real analysis

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i hate this class

wispy ore
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why

shadow trench
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its just very hard

wispy ore
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doubt it's harder than staying on one project

shadow trench
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Not wrong

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I should write an offline ray tracer some time

shadow trench
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behold my abomination

hot yarrow
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reminds me of Dosh's train cart hack πŸ™‚

shadow trench
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its inspired by exactly that yeah

wispy ore
shadow trench
hot yarrow
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hehe

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i love dosh's stuff, and the way he talks

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as if hes bored to death every time

shadow trench
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yeah his videos are great

potent quest
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β€œYes this is the terrain dev channel now” - NotAPenguin

shadow trench
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and factorio

young oar
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Welp exams are over

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Time to rewrite the hell this is

shadow trench
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that does look not fun

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a lot of these could be small structs tbh

wispy ore
# young oar

it looks like "let me just add this to the struct, can't be that bad"

young oar
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Literally what happened through development lol

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Most of these were results of "yo shit lemme try if this works" and not cleaning up things afterwards

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Now I have 3 structs like that all over my terrain crate lul

coarse yoke
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that is a good way of developing πŸ™‚

wispy ore
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Well it moves you forward

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just need to know at some point you might wanna do some cleaning up even if just for readability

shadow trench
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yeah refactoring can happen after you get it to work

young oar
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Right yea

coarse yoke
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very bad habit in this discord from what i've seen

young oar
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I always code things 2-3 times to actually understand how they work and then I rewrite for readability

wispy ore
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now I implement stuff

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and when I notice that the interface sucks too much for what I want to accomplish I refactor

coarse yoke
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i am once again suggesting that relying on normals in a program where you edit terrain with brushes feels odd to me
#wip message

young oar
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How so?

coarse yoke
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custom-normals are primarily useful when you have a higher resolution mesh that you are trying to decimate

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without the higher resolution source, you can't really modify that unless you reconstruct it

young oar
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Right yea

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I thought you were talking about like... normal normals that are stored per vertex

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Cause I don't think you can do lighting without those lol

coarse yoke
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yeah just automatically generated ones that smooth out the surface aren't goin away

young oar
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Yep

coarse yoke
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i actually don't even understand the supposed benefit of custom normals anyways, shouldn't it require more data than just storing the heightmap would? i guess if your heightmap is like 32 bit and your normal channels are 8?

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idr who was using them though πŸ™‚

young oar
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Right yea

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Iirc voxel plugin (for ue4) uses axis aligned normal maps only for chunks that are lower LOD

coarse yoke
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using it for LODs makes sense

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i think jake is just figuring out the autogenned ones there so it's not a relevant example

young oar
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Oh I see I see

shadow trench
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Wild sheepies spotted

wispy ore
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holy shit you made some progress on your renderer

shadow trench
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Real

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Doing some irl scouting of terrains

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I mean totally a render ofc

wispy ore
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wdym that is not your renderer

shadow trench
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Obviously

inner forge
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they spent the last week renderdocing 24/7

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source: I'm in the walls

wispy ore
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Where is that though

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it does look like a nice place

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kinda like scottish highlands?

inner forge
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i could hear the 'holy fuck why does this work in renderdoc but not outside'

shadow trench
wispy ore
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I want to go there too froge_sad

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But no money

shadow trench
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its quite nice, first time visiting

wispy ore
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Where exactly in Norway?

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I mean it's a long country KEKW

shadow trench
wispy ore
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spanning from near the north pole to near the south pole KEKW

shadow trench
wispy ore
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Ah so pretty southern

shadow trench
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we landed in bergen and then drove like 4 hours

wispy ore
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I definitely want to be on the Island Senja once, be at the Nordkapp and on Svalbard πŸ˜„

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But also taking the Oslo-Bergen train for the scenery alone

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Unironically as well - Norway's landscape is kinda an inspiration for me to do terrain stuff KEKW

shadow trench
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Its so nice, never really seen anything like this

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The water is great

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A friend of me is going to study in Trondheim the coming semester

wispy ore
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I sadly can't do the exchange

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again, money

shadow trench
wispy ore
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My brother lived in Norway for a few years though

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So atleast he got to see it πŸ˜„

shadow trench
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froge maybe you can go there too some day

wispy ore
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I hope

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If you can go there I've heard Jotunheimen is pretty nice

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I want to work on my engine but at the same time I just want to sleep KEKW

inner forge
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Norway is literally the length of the earth

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Β± length of the earth

shadow trench
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true

wispy ore
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I mean they have Svalbard which is pretty close to the North Pole and they have Bouvet Island which is close to the South Pole

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Bouvet Island:

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Estimate

shadow trench
wispy ore
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Norwegian administration of the island is handled by the Polar Affairs Department of the Ministry of Justice and the Police
what

inner forge
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they own the poles confirmed

shadow trench
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Huh lol

young oar
shadow trench
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yesyes

wispy ore
shadow trench
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Scaled a glacier today

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Definitely don’t pass up on that if you ever get the chznce

nimble solar
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Terrain looking good

shadow trench
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Making rapid progress yesyes

wispy ore
shadow trench
shadow trench
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Revive before thread gets archived lol

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im back from vacation this week so maybe I can finally resume work on this soon

shrewd lynx
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goodluck!! may the pixels be with you

shadow trench
inner forge
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welcome back from the middle of your renderer

young oar
potent quest
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I LOVE IGNEIOUS ROCKS πŸ—£οΈ

wispy ore
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TERRAIN IS LIFE

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this thread is now the terrain cult

young oar
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Tbh I don't mind terrain gen / terrain rendering is the sole reason I got into GP

wispy ore
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Back from the dead

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No archiving here

shadow trench
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not yet

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im doing some student work for my uni all day and webdev is frustrating

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i thought typescript wasnt as bad

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but no

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["1"] + "1" = 11

young oar
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I really want to get into webdev to make simple sites like your blog but there's so many frameworks idk which one to pick

potent quest
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Frameworks bleakekw

shadow trench
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you simply write markdown and it does the rest

young oar
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Oh sweet

wispy ore
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Maybe need some minimal html knowledge but that's about it

shadow trench
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Very minimal

young oar
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Yea as long as I don't have to learn a whole js framework to do a simple thing I'm good

shadow trench
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definitely not

shadow trench
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i am the master of centering

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fear me

potent quest
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I have become centerer, destroyer of css

shadow trench
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i hate that im getting better at webdev

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for not having done any at all ever

wispy ore
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Are you Dutch

potent quest
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I don't think he is from red dead redemption 2 unless dutch had a secret css hobby

shadow trench
wispy ore
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Dutch is also in RDR1

shadow trench
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well

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from belgium

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but i do speak dutch

wispy ore
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Ah so you potentially speak 4 langs KEKW

shadow trench
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my german is pretty bad

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but yeah i did have to learn french

wispy ore
shadow trench
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indeed

wispy ore
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I had to pick Spanish

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And I sucked at it and I do not even remember one bit of it

shadow trench
coarse yoke
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i see that this chat was opened again πŸ‘€

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@shadow trench possible ressurrection? :^)

shadow trench
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Not sure how it was opened lmao

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But maybe some day πŸ‘€

coarse yoke
shadow trench
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I'm working on other things nowadays, but it's not like I'll never go back to graphics

coarse yoke
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wish that were me

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currently procrastinating from work where i have to write some allocator bullshit by scrolling through discord

shadow trench
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fail sounds annoying

potent quest
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suffering in mysql

coarse yoke
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this aint graphics adjacent

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this is cold hard dirty straight graphics

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fortunately no mysql or web or any of that though yeah

shadow trench
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am not dead

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i passed exams so i will get a topic assigned for my master thesis in a week or so

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very hopefully computer graphics related

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in which case ill probably be here a lot :)

potent quest
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whattt

somber elm
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i would hope it’s just the general topic that it needs to cover?

potent quest
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ahh

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i mean penguin could probably somehow find a way to force graphics into it KEKW

shadow trench
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And then you get one assigned

shadow trench
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The other two graphics topics that were available were something on path guiding and something about tiling algorithms, but this is definitely my top choice

shadow trench
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Got my top choice assigned froge