Có ai dạy IELT remote ko !!!?
Mình cần tìm nơi dạy IELT online, mình chỉ học online dc thôi, ko tới trực tiếp để học được ! Cần tìm !!! có ai, nơi nào hỗ trợ ko nhỉ ?
Mình cần tìm nơi dạy IELT online, mình chỉ học online dc thôi, ko tới trực tiếp để học được ! Cần tìm !!! có ai, nơi nào hỗ trợ ko nhỉ ?
Chuyện là gần đây mình chuyển từ Unity C# sang Rust để làm việc. Mà lang thang mãi, ko thấy ai hay nhóm nào dùng Rust cả. Tham gia cộng đồng Rust trên fb thì đa phần mọi người là làm web, app nội bộ và tận dụng thư viện có sẵn. Không ai làm Game cả.
Mình đang xây dựng một engine viết bằng Rust. Cơ mà làm dòng dã suốt 6 tháng nay oy, cô đơn và stress kinh khủng khiếp ! Nên muốn tìm ai đó vô xàm xí chém gió cho đỡ buồn.
Hic hic
This is my first time writing a post like this.
I'm not sure if it’s allowed, but I found this project quite useful and wanted to share it with everyone.
Here is my story. About six months ago, I started learning Rust and began building my dream game engine.
The first thing I wrote was an ECS library, followed by a Vulkan backend using ash. After that, I managed to render my first triangle, then my first model, and so on.
I swear that once I got past that point, everything started to get messy.
I realized it wasn't because I didn't understand how Vulkan works or how complex the API is (though there's definitely plenty I still don't know).
Instead, I felt my biggest limitation when working with Vulkan was managing objects, systems, and resources together.
The main cause was the ECS system I had written earlier. It couldn't handle the features required to support Vulkan.
Because of this, I decided to rebuild the ECS library from scratch and do it properly this time.
Specifically, I needed to document it thoroughly. That way, when I look back at it later, I'll know what I did, what I intended to do, and where I can add new features.
Regarding ECS, I’m sure everyone in this group already understands it well, but I feel that sharing this might still help someone else.
That’s why I made a video explaining the reasoning behind ECS and what its true power is.
There is plenty of documentation online, and you can find information everywhere or ask AI to explain it.
But honestly, I remember my first days approaching ECS, back when I only used vectors and dictionaries.
Now that I am rewriting it, I realize that not researching deeply enough and relying too much on AI is never a good thing.
In this video, I tried to highlight the core value of ECS: how a chunk is structured and how it stores data.
Please watch it and share your feedback. I put a lot of hard work into this, but I'm sure there’s something I missed or could improve.
Another interesting thing I realized while making this video is that you have to truly understand a concept to explain it to someone else. I felt pretty good after finishing the video.
After finishing this video, I realized that sharing what I learn while working makes the process much more exciting and keeps my spirits high.
To be honest, I tried to break this project into smaller parts so I could make a video for each one. But truthfully, I’m still not sure what to code next. I think I should start by explaining the Chunk first, as I feel that part is more important than everything else.
Maybe I’m in the wrong profession? Perhaps I should be a YouTuber instead of a Programmer :V
video's link: https://youtu.be/59FW2RnZZzk?si=zxxxyojeLKHQBaJ_
Hi guys,
I've already built my engine with an ECS, a Vulkan backend, and support for texture and mesh rendering. The next thing I want to work on is a UI for debugging and an inspector. However, I'm not sure what the right long-term roadmap is or which tools I should choose.
Could you help me figure out what I should learn next and what pitfalls or obstacles I should avoid?
Hi guys,
I've already built my engine with an ECS, a Vulkan backend, and support for texture and mesh rendering. The next thing I want to work on is a UI for debugging and an inspector. However, I'm not sure what the right long-term roadmap is or which tools I should choose.
Could you help me figure out what I should learn next and what pitfalls or obstacles I should avoid?
Hi everyone,
I work with audio files quite a lot, and sometimes I just want to quickly play a few of them to test without leaving the editor. So I made a small plugin for it, and I hope it's useful for some of you too.
nvim.sfx_player a tiny floating audio player popup. Open an mp3, wav, flac, ogg, … straight from your file explorer (like nvim-tree) and you get a floating window with the file info and a live, colored timeline you control from the keyboard.
Playback runs on mpv over its JSON IPC socket, so play/pause, seek and volume are real-time and gapless, no restarting a process every time.
A few things it does:
nvim-tree, or just call open()from anywherempv is always cleaned up when the popup closeshttps://i.redd.it/4a29njo7ig7h1.gif
Honestly, when I first started learning Vulkan and Rust, I told myself that I'd only make a post once I had built something genuinely cool and interesting to show off.
But damn... I didn't expect Vulkan to take so much time to understand and use.
And just like that, more than 27 days have passed.
I really feel like I've learned a lot during the past month (although there are still countless Vulkan things that I don't even understand yet).
These three monkey heads each have their own material, and all three materials share the same buffer. Damn...
I'm not sure whether spending a month to get this far is considered slow or not.
I'm curious how long it usually takes people to fully get a handle on the entire process:
>Assets (meshes, textures, shaders, ...) > convert them into Vulkan objects > client code wants to spawn an object > resource matching > collect renderable objects > redraw