David Reid

343 posts

David Reid

David Reid

@mackron

Open source C and C++ software developer. miniaudio, dr_libs, and more. Discord: https://t.co/rPnEpYrGDK

Katılım Mart 2009
33 Takip Edilen646 Takipçiler
David Reid
David Reid@mackron·
@tsoding I'm going to have to try getting miniaudio compiling with this. I was hoping it'd work as-is, but nope. 😒
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Тsфdiиg
Тsфdiиg@tsoding·
Chibicc is really cool for random C experiments. I don't think it needs any introduction, but if for whatever reason you never heard of it, check it out! github.com/rui314/chibicc
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Тsфdiиg
Тsфdiиg@tsoding·
I added lambdas to C lol
Тsфdiиg tweet media
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David Reid
David Reid@mackron·
How do I stop GDB from doing this stupid bullshit? Downloading 531.44 M separate debug info for /usr/lib/libLLVM.so.22.1... I don't want to download half a GB just to debug my program! I've tried adding "set debuginfod enabled off" to .gdbinit and it doesn't work. Any ideas?
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David Reid
David Reid@mackron·
@raysan5 No audio? Might have to do something about that...
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Ray
Ray@raysan5·
WOW! #raylib running on ESP32 devices!!! 🤯 Presented today at Embedded World by Espressif Engineers, ESP32-C6 low power demo with ESP32-P4 UART log monitor system! It seems the recently added Software Renderer has been useful after all! 💯 More info: components.espressif.com/components/geo…
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David Reid
David Reid@mackron·
@tsoding This could be my favourite game of all time. Definitely in my top 5.
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Тsфdiиg
Тsфdiиg@tsoding·
I never had SNES as a kid. First time I played Chrono Trigger was in 2010s on a SNES emulator. I just grabbed a random ROM I found on the Internet and was like "Huh?! This is fun!" I can't believe such game was released in 1995. Happy birthday Chrono Trigger!
Genki✨@Genki_JPN

Chrono Trigger released 31 years ago today on March 11, 1995! The game brought together the RPG Dream Team of Hironobu Sakaguchi (Final Fantasy), Yuji Horii (Dragon Quest) and Akira Toriyama (Dragon Quest & Dragon Ball)

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David Reid
David Reid@mackron·
@lep1c2l0 Nice! An API like this would get me excited about graphics programming again.
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lep1c2l0
lep1c2l0@lep1c2l0·
@mackron Had AI implement it in an hour (took some liberties since the described API is not extensive) and this renders a spinning triangle. No idea if the underlying vulkan code is correct, validation layers aren't complaining but there's spooky stuff under the hood.
lep1c2l0 tweet media
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David Reid
David Reid@mackron·
@PhatZomi Pick any graphics API and draw a triangle. Then do the same thing in Vulkan and you'll understand. There is nothing wrong with its capabilities, it's just an intensely unpleasant API to work with. The article covers it much better than I can articulate here.
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David Reid
David Reid@mackron·
@aubergynomorph @Deltabeard If you looked at my original post you would have seen that I reposted an article titled "No Graphics API". This post is literally *about* graphics APIs. When you come here and say "just use opengl lol", why would I interpret that in any other way as defending Vulkan's API?
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estrogenized eggplant
estrogenized eggplant@aubergynomorph·
@mackron @Deltabeard i literally am not defending vulkans api, and im certainly not defending vulkan 1.0s api, but i would love for u to see what you end up with when you design a standard thats meant to have common functionality between as many IHVs and for as many group members as khronos.
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David Reid
David Reid@mackron·
@bkaradzic @Deltabeard I would prefer it if miniaudio and its ilk didn't need to exist. There should be a standardized API that's implemented by the OS, like pthread. My specific complaint is that Vulkan is just unpleasant and I want it replaced, and "just use <wrapper>" isn't a satisfactory solution.
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Бранимир Караџић
@mackron @Deltabeard Conceptually problem is similar to audio libraries, and you're solving the same problem with miniaudio... WebGPU could be implemented in driver, or could go thru VK, just like VK goes thru Metal on macOS.
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David Reid
David Reid@mackron·
@777Nikitf @bkaradzic @Deltabeard Because it should be unnecessary. Why would I choose layers of library dependencies over just using the base API directly? The point of my whinging and reposting that article is that you can have both a nice graphics API and flexibility, thereby not needing a helper library.
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David Reid
David Reid@mackron·
@777Nikitf @Deltabeard When did I say I wanted an abstraction layer? That's literally the exact opposite of what I want. I want to use the graphics API directly. You can have a simple API and flexibility. That's the entire point of the article I reposted.
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Nikitf_777
Nikitf_777@777Nikitf·
@mackron @Deltabeard "I want higher level abstractions but I don't want to use dependencies" – that's the problem. You have to choose because you can't get both, this is how software works. Adding an abstraction layer always means adding a dependency.
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David Reid
David Reid@mackron·
@777Nikitf @Luno1497843 Mentioned this in another thread, but I don't want to add a dependency to yet another library which just wraps around the base library. I want to use the base library directly, and I want that library to be pleasant to use.
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Nikitf_777
Nikitf_777@777Nikitf·
@Luno1497843 @mackron There are a few libraries that provide more high-level abstractions over Vulkan, like wgpu. You can use them if they provide enough control for you. Or just use a game engine or a game library that implements all the rendering logic for you.
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David Reid
David Reid@mackron·
@Luno1497843 Yep, that's pretty it. For me, I'll have an idea in my head about what you want to get done for the session, but then I get bogged down on tedious Vulkan stuff and it just deflates me and makes me not feel like doing programming anymore. The joy of programming matters!
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Luno
Luno@Luno1497843·
@mackron vulkan's cool and all for what it does but I kinda wish I could focus on implementing actual graphics features instead of rewriting bootstrap bullshit per project for each thing I wanna do
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David Reid
David Reid@mackron·
@CookieLaziale Because of uncertainty in the future of OpenGL. Apple has already deprecated OpenGL, how do we know Nvidia won't make the same declaration in the future? You can have an API that's suitable for both professional and hobbyist software. Not mutually exclusive.
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cookie 🦅
cookie 🦅@CookieLaziale·
@mackron I find it interesting how most sectors of technology continue to move towards abstraction when graphics has been moving in the opposite way. Vulkan is a good thing for professional-grade software, but outside of that it's way too verbose. Why not just keep using older APIs?
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David Reid
David Reid@mackron·
@HolyWyvern @synthnostate But isn't that the point of the blog post? GPUs have changed enough in the last 10 years that we can now look at an improved API. Vulkan is fine in that it allows you to interface with a GPU, but API simplicity does matter, and it fails badly at that. You can have both.
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Ramiro "Rex" Rojo
Ramiro "Rex" Rojo@HolyWyvern·
@mackron @synthnostate They are *good* considering they are interfacing with the least standarized piece of hardware in your whole PC. if anything you have to make good GPUs first so APIs don't need to be a mess to interact with them.
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David Reid
David Reid@mackron·
@synthnostate @HolyWyvern The Vulkan spec is in C, as is the XML API definitions which I use to generate my API loading code, but there is a C++ Vulkan library (not sure if it's official or not).
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Synthnostate
Synthnostate@synthnostate·
@HolyWyvern @mackron I do use it... just thinking about the future. I've looked into vulkan before, there's gotta be a better way. Did you know... it's C++ based? Next thing you know they'll be replacing it with some Rust crap!
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David Reid
David Reid@mackron·
@bkaradzic @Deltabeard Yes, it's correct that Vulkan is already a library, and that's kind of the point I'm making. I don't want to add a dependency on a library that just wraps around another library. I want to use the base library directly, and I want it to be pleasant to use.
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Бранимир Караџић
@mackron @Deltabeard You do have dependency in either case, the only difference is that you want this dependency shipped with OS or as part of language standard library so that you can just assume it's there. IMO C and C++ should add WebGPU into standard.
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