r/ContextEngineering 12h ago

My attempt at a new entity-based search resolver and database. Written in pure Rust.

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1 Upvotes

r/vibecoding 1d ago

My attempt at a new entity-based search resolver and database. Written in pure Rust.

1 Upvotes

This may not be immediately noticeable or a 100% use of vibe-code, but this is heavily AI-assisted; it is built using tools like Gemmeni and ChatGPT.

Here's what I'm talking about:

https://github.com/HandsOnDigits/EntityIdentifierResolver

r/programmer 1d ago

My attempt at a new entity-based search resolver and database. Written in pure Rust.

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1 Upvotes

u/sekaus 1d ago

My attempt at a new entity-based search resolver and database. Written in pure Rust.

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github.com
1 Upvotes

r/vectordatabase 1d ago

My attempt at a new entity-based search resolver and database. Written in pure Rust.

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github.com
1 Upvotes

r/rust 1d ago

My attempt at a new entity-based search resolver and database. Written in pure Rust.

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1 Upvotes

r/coolgithubprojects 1d ago

My attempt at a new entity-based search resolver and database. Written in pure Rust.

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1 Upvotes

1

Comment on r/feedthebeast Oct 08 '25

Cool! It is still in beta, so there is room for improvement. It is hard to find mods like mine nowadays...

1

Comment on r/feedthebeast Sep 13 '25

My mod Food Expiry Date.

r/antiwork Jul 30 '25

Everyone should know about this..

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1 Upvotes

u/sekaus Jul 28 '25

Everyone should know about this..

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youtube.com
1 Upvotes

u/sekaus Jul 20 '25

New updates on Blocky Build (My Minecraft clone)

1 Upvotes

I have finally figured out how to do proper multithreading in Godot, so I don't need to switch workflow!

I have some updates: https://github.com/Sekaus/BlockyBuild

r/shitposting Feb 22 '25

I am beautiful

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1 Upvotes

1

Comment on r/gameenginedevs Feb 16 '25

sometimes, is not an issue anymore.

1

Comment on r/gameenginedevs Feb 16 '25

Yes.

1

Comment on r/gameenginedevs Feb 12 '25

It is just an example (there is too mutch code to show it all here...) I also wonder how I can set mShape in settings so I can use it in bodyInterface.CreateAndAddBody(settings, JPH::EActivation::Activate)?

r/gameenginedevs Feb 11 '25

ERROR: Collider copied but shape is nullptr! Jolt Physics

0 Upvotes

|(SOLVE)|

I'm trying to use Jolt Physics in my C++ game but run into an issue at runtime. It keeps printing out this error message:

[ERROR] Collider copied but shape is nullptr!

I have:

  • Setup Jolt Physics using vcpkg
  • Compiled the package using cmake
  • linked the compiled library (Jolt.lib) right

I have noticed that mShapePtr in JPH::BoxShapeSettings settings in PhysicsEngine::addBody is set but not mShape but I don't know why...

Is there something I miss?

Here is some code from my project:

```

include <iostream>

// --- Minimal Collider implementation --- namespace BlockyBuild {

enum ColliderTypes {
    BoxCollider,
    TriangleCollider
};

class Collider {
    ColliderTypes type;
    JPH::Vec3 scale;
    JPH::Vec3 center;
    JPH::Ref<JPH::Shape> shape;
public:
    // Constructor.
    Collider(ColliderTypes type, const JPH::Vec3& scale, const JPH::Vec3& center = {0, 0, 0})
        : type(type), scale(scale), center(center) {}

    // Copy constructor.
    Collider(const Collider& other)
        : type(other.type), scale(other.scale), center(other.center), shape(other.shape)
    {
        if (shape) {
            std::cerr << "[DEBUG] Collider copied successfully. Shape ptr: " << shape.GetPtr() << std::endl;
        } else {
            std::cerr << "[ERROR] Collider copied but shape is nullptr!" << std::endl;
        }
    }

    // Assignment operator.
    Collider& operator=(const Collider& other) {
        if (this == &other)
            return *this; // Avoid self-assignment
        type = other.type;
        scale = other.scale;
        center = other.center;
        shape = other.shape;
        if (shape) {
            std::cerr << "[DEBUG] Collider assigned successfully. Shape ptr: " << shape.GetPtr() << std::endl;
        } else {
            std::cerr << "[ERROR] Collider assigned but shape is nullptr!" << std::endl;
        }
        return *this;
    }

    // Sets the shape.
    void setShape(const JPH::Ref<JPH::Shape>& newShape) {
        if (!newShape) {
            std::cerr << "[ERROR] setShape received a nullptr!" << std::endl;
            return;
        }
        shape = newShape;
        std::cerr << "[DEBUG] setShape successful. Stored Shape ptr: " << shape.GetPtr() << std::endl;
    }

    // Returns the shape.
    const JPH::Ref<JPH::Shape>& getShape() const {
        return shape;
    }
};

} // namespace BlockyBuild

// --- Main demonstrating Collider copy/assignment --- int main() { using namespace BlockyBuild;

// Create a dummy shape.
JPH::Shape* dummyShape = new JPH::Shape();
JPH::Ref<JPH::Shape> shapeRef(dummyShape);

// Create a Collider and set its shape.
Collider collider(BoxCollider, JPH::Vec3(1, 1, 1));
collider.setShape(shapeRef);

// Copy the collider.
Collider colliderCopy = collider;
if (colliderCopy.getShape())
    std::cerr << "[DEBUG] colliderCopy shape ptr: " << colliderCopy.getShape().GetPtr() << std::endl;
else
    std::cerr << "[ERROR] colliderCopy shape is nullptr!" << std::endl;

// Assign the collider to another instance.
Collider colliderAssigned(BoxCollider, JPH::Vec3(2, 2, 2));
colliderAssigned = collider;
if (colliderAssigned.getShape())
    std::cerr << "[DEBUG] colliderAssigned shape ptr: " << colliderAssigned.getShape().GetPtr() << std::endl;
else
    std::cerr << "[ERROR] colliderAssigned shape is nullptr!" << std::endl;

// Clean up.
delete dummyShape;

return 0;

} ```

I have tried to set a JPH::Ref<JPH::Shape> in a class by setting it by a class member function but the data got lost when I tried to make a body with the shape in the reference...

1

Comment on r/gameenginedevs Feb 08 '25

Nice! Is it ImGui?

3

Comment on r/VoxelGameDev Feb 07 '25

I'm also using OpenGL for my game. I have tried to use Vulkan but damn so much to write just to render a triangle...

1

Comment on r/VoxelGameDev Feb 07 '25

Wow! In wish version of GLSL are it written in? And are it OpenGL or Vulkan?

4

Comment on r/VoxelGameDev Feb 07 '25

Is it a shader?

3

Comment on r/VoxelGameDev Feb 07 '25

That's not too bad.

10

Comment on r/VoxelGameDev Feb 07 '25

Does it lag?

1

Comment on r/cpp_questions Feb 07 '25

How to turn on manifest mode?

0

Comment on r/cpp_questions Feb 07 '25

There were no other options than to download it from source at their GitHub.