This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.
Post your project, your progress from last week, and what you hope to accomplish this week.
If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service.

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Notes -
Claude lied to me! So here I was trying to optimize the bullet simulation. To do that I have to create a similar spatial index that I made for the bugs. That one is kept in a series of buffers, which in glsl work kind of like C structs. Now wanting to recreate 3-4 of those I was wondering if there's a way to somehow keep the bullet data in the same buffer as the bugs, but have the data well organized. Since the bug-data is an arbitrary length array that gets tricky, I can't have two of those in the same buffer... but I could do that if one of them is fixed length. Then I find out the glsl also has "constants" that you can set from the cpu-side, and that I can use them to define array lengths. Like I said, lies.
It sort of worked but the program was using the constant's default value, not the one set from the CPU. A series of bugs ensued that weren't entirely obvious to troubleshoot. When I finally got to the bottom of it, it turned out I'm back at square one. Next step: do the same thing again, but with actual compile-time constants.
How have you been doing @Southkraut?
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