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Mikko Mononen

@MikkoMononen@mastodon.gamedev.place
mastodon 4.7.3
  • Open on mastodon.gamedev.place

Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene.

https://github.com/memononen

323 Followers
118 Following
22 Posts
Joined November 04, 2022
Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 2mo ago
Replying to
@sinbad@mastodon.gamedev.place @floooh@mastodon.gamedev.place i've seen crazy hacks, like "apply delta rot to render mesh only when speed > 0" to deal with it too.
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 4mo ago

Spent good chunk of the day debugging lldb formatters. And most of that trying to figure out why things don't register (this was also my previous experience, ran out of tables to uppend last time).

Turns out, --python-class works, but -C does not. I don't know why, right now I don't a shit, just glad it works.

I'm working on boxed & type erased data, and it's pretty cool to be able to cast based on type name from an interned string.

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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 2mo ago
Replying to
@floooh@mastodon.gamedev.place glad you found it! When i watched the release video it felt like an invisible killer feature.
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 2mo ago
Replying to
@floooh@mastodon.gamedev.place iirc box3d supports rolling friction (not sure if it's on by default), so spheres should have anmesia like they used to.
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 5mo ago
Replying to
@TomF@mastodon.gamedev.place not sure if you identify as a dummy, but this could fit your requirements: https://gargaj.github.io/demos-for-dummies
gargaj.github.io
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 5mo ago
Replying to
@runevision@mastodon.gamedev.place That looks really nice! One thing I like about hikes in forest is that you have the pacing if enclosed and open spaces. When you're inside a patch of a forest it feels like you're inside a dome. The canopy tends to be at the top of the trees the deeper you're inside a forest (light reach). Looking out through openings frames the vista outside, which creates anticipation.
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 4mo ago

In case anyone ever wants to add python summaries/synthetic to lldb and they dont work, here are some things I learned this week:

https://gist.github.com/memononen/b7409e9a654edccce844033e9d4bee4b

gist.github.com
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 4mo ago

I'm back to VS code for my "let's find cross platform c++ ide" journey.

Editing, compiling and debugging being different modalities in vs code is annoying. A lot of click-ty click.

The random "copy/paste does not work" still pisses me off the most.

Looks like it's Monaco issue (the VS code editor), as I get the same issue in Godbolt too. It's a know issue :(
https://github.com/microsoft/monaco-editor/issues/4855

Found new shortcut it fix it, though, press alt. ¯\_(ツ)_/¯

github.com
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 6mo ago
Replying to
@seb_degraff@mastodon.gamedev.place Thanks!
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 6mo ago
Replying to
@seb_degraff@mastodon.gamedev.place I fixed the uid_t issue, and added some hints for the compiler to deal c++ better, and also included dear bindings. If you have time, I would be curious if it fixes the issues you had. If you dont have time, that's fine.
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 6mo ago
Replying to
@seb_degraff@mastodon.gamedev.place Looks like the uid_t is type conflict with some darwin code, and the first one seems to be that it tries to compile the c++ imgui code as c.
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 6mo ago
Replying to
@seb_degraff@mastodon.gamedev.place You're welcome :) There's note at the end of the readme.md on how to fix that. Omar fixed a thing about how the dear bindings are packaged (now also includes the backends), but there was no download link at the time. Looks like there's a new Dear ImGui being released today, which should allow me to fix that.
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 6mo ago
Replying to
@idbrii@mastodon.gamedev.place @pervognsen@mastodon.social In my books the "mark entire block as overridden" goes into the "Hierarchical data" section, which I omitted :) With hierarchical data like nested structs or objects, it makes sense to allow you to say at any point in the hierarchy that this struct/object and anything below it is overridden. There are some cases where you may want to override the whole struct/object. For example, I think you should not override a component of a vec3 (and some people disagree with passion).
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 6mo ago
Replying to
@sschoener@mastodon.gamedev.place I missed headers too when I wrote Go, especially since letsGo, and LetsGo are very different (or used to be, it was like a decade ago).
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 6mo ago
Replying to
@pervognsen@mastodon.social I had a bit of trouble trying to explain that. In my experience people coming from delta serialization or version control often has subtly different idea how things should be set up, and things can go wrong. I still have some battle scars from UEs delta serialization, which makes me avoid it like plague :) So many things are simpler when you don't need think about where to get the data that is missing.
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 6mo ago
Replying to
I tried to keep things simple and used Dear ImGui for the example code, i n the hopes that someone can pick up the ideas and run whit them. Thanks @ocornut@mastodon.gamedev.place for awesome support!
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 7mo ago
Replying to
@ocornut@mastodon.gamedev.place Congrats!!
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 6mo ago
Replying to
@pervognsen@mastodon.social Some systems I've seen have an overlay of variants laid on top of the data, getters will do map lookup, which means custom storage and it becomes hard to debug. In many ways this snapshot+flags is the simplest and quite resistant when things go sideways. I also do recognize that I'm been thinking about this in a vacuum for 2+ years, and I might have just hit some local minimum :)
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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 4mo ago

I'm looking for examples of editors where you can select multiple objects, and batch edit some kind of array. How does that work?

Example: in Figma a shape can have multiple fills. If you select shapes which have different fills you have option to replace all the fills on all the selected objects.

I could image that arrays like ECS Components arrays could work nicely too since they are sets. Just show all the matching components, indicate that there are missing ones. Adding or removing works.

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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 4mo ago

One thing let to another, and something prompted me to remember Aphilas. If you could wear out mp3s, this one had all the cosines quantized.

https://www.youtube.com/watch?v=HJ-5tTmApnQ

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Open post
Mikko Mononen @MikkoMononen@mastodon.gamedev.place
· 6mo ago
Replying to
@seb_degraff@mastodon.gamedev.place Feel free to dump the errors on an issue. Could be that the cmake setup is borked on osx (have not tested it).
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