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File: based devs.jpg (331 KB, 1920x1200)
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Based devs edition

/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_General
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
/agdg/: >>>/vg/agdg
Graphics Debugger: https://renderdoc.org/

Requesting Help
-Problem Description: Clearly explain your issue, providing context and relevant background information.
-Relevant Code or Content: If applicable, include relevant code, configuration, or content related to your question. Use code tags.

Previous: >>108552924
>>
Achieved a significant performance improvement by using a combined cbuffer for vertex and pixel shaders
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>>108586750
i don't believe you
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>>108586757
Why not?
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>>108572666
build with address sanitizer, crashes don't exist in address sanitizer, you get an asan report instead.
Msvc is kind of useful because it has saner Debug defaults compared to gcc / clang in msbuild/cmake projects (such as enabling RTC checks). So basically if you try to access outside the bounds of a buffer, asan will always catch that (RTC sometimes catches that).
Personally I think MSVC is better than gcc or clang when it comes to C++ iterator checking (but it's the main reason msvc runs iterator code 10x slower on debug builds).
undefined behavior sanitizer is similar to RTC checks (and does other things) but it has the potential to contain false positives (and it is not supported on msvc, msvc has asan but it won't work on windows 7 because it needs new kernel features, I used VS studio 2019 in windows 7), unlike address sanitizer which should have zero false positives (but asan comes with leaksanitizer on linux, and it ALWAYS leaks for graphics applications, maybe it doesn't on AMD but I know that the nvidia driver is not the only source of false positive leaks, I personally just disable leaks ASAN_OPTION=detect_leaks=0 And you can choose to manually add the false positive dll or function to a suppression list).
If your code is leaking memory, leak sanitizer isn't very precise, and you may want to use valgrind (or on windows Dr Memory), with tracked origins.
Also valgrind and Dr Memory does 90% of the same stuff address sanitizer does, EXCEPT it wont catch stack overflows, but instead it will catch using uninitialized memory (asan won't, ubsan/RTC checks might if you are lucky).
Valgrind and dr memory are the only reason why I have a non-asan debug build, because asan will not work with valgrind/dr memory. I would prefer to just have asan + release as my only cmake presets.
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>>108587068
*Oh and I forgot to mention, valgrind and dr memory don't work in debuggers, and they run 100x slower than asan. So if you are using SDL, you should not be surprised to wait 1-2 minutes for your game to start, but asan will take 1 second.
>>
whenever i feel like quitting i just remember that inuyasha never gave up no matter how bad things got
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>>108587708
Inuyasha was like a 3,000 year old werewolf with a 16 year old virgin gf though
>>
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Einstein argued that there must be simplified explanations of nature, because God is not capricious or arbitrary. No such faith comforts the game engine developer. Much of the complexity that he must master is arbitrary complexity.
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>>108587851
stop posting garbage
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>>108587878
stop trolling



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