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!!b2oSUmilA2N/g/105853772#105879446
7/12/2025, 11:58:34 AM
>>105878967
Clay's got bindings for Odin ever since it became a thing. Its layouting resembles android a lot, which is the only layout design I like. swift ui and html/css/js layouting are absolutely retarded. About clay, I'll say that it'll feel less annoying(if it did) the more you use it.
>>105878898
>there is no real physics engine there.
I mean, if you are fine with a gameplay where your car goes through other cars without either of them changing their course due to the impact, then physics is not necessary.
>>105879122
I love unreal engine but hate it for being too bloated.
I don't think it would work as render doc "captures" a frame and if your application is executing compute only then you need to integrate renderdoc api into your application, it seems. So you are better off checking for unreal's debugggers. Try logging the compute's output or something.
https://github.com/baldurk/renderdoc/issues/1386#issuecomment-493106018
afaik you should add one line to have shader debugging access via renderdoc but that's for present though. I don't know if will work for headless compute
https://dev.epicgames.com/documentation/en-us/unreal-engine/shader-debugging-workflows-unreal-engine
Clay's got bindings for Odin ever since it became a thing. Its layouting resembles android a lot, which is the only layout design I like. swift ui and html/css/js layouting are absolutely retarded. About clay, I'll say that it'll feel less annoying(if it did) the more you use it.
>>105878898
>there is no real physics engine there.
I mean, if you are fine with a gameplay where your car goes through other cars without either of them changing their course due to the impact, then physics is not necessary.
>>105879122
I love unreal engine but hate it for being too bloated.
I don't think it would work as render doc "captures" a frame and if your application is executing compute only then you need to integrate renderdoc api into your application, it seems. So you are better off checking for unreal's debugggers. Try logging the compute's output or something.
https://github.com/baldurk/renderdoc/issues/1386#issuecomment-493106018
afaik you should add one line to have shader debugging access via renderdoc but that's for present though. I don't know if will work for headless compute
https://dev.epicgames.com/documentation/en-us/unreal-engine/shader-debugging-workflows-unreal-engine
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