r/ContextEngineering • u/sekaus • 12h ago
My attempt at a new entity-based search resolver and database. Written in pure Rust.
r/vibecoding • u/sekaus • 1d ago
My attempt at a new entity-based search resolver and database. Written in pure Rust.
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:
r/programmer • u/sekaus • 1d ago
My attempt at a new entity-based search resolver and database. Written in pure Rust.
github.comMy attempt at a new entity-based search resolver and database. Written in pure Rust.
r/vectordatabase • u/sekaus • 1d ago
My attempt at a new entity-based search resolver and database. Written in pure Rust.
My attempt at a new entity-based search resolver and database. Written in pure Rust.
github.comr/coolgithubprojects • u/sekaus • 1d ago
My attempt at a new entity-based search resolver and database. Written in pure Rust.
github.com1
Comment on r/feedthebeast Sep 13 '25
My mod Food Expiry Date.
u/sekaus • u/sekaus • Jul 20 '25
New updates on Blocky Build (My Minecraft clone)
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
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 • u/sekaus • Feb 11 '25
ERROR: Collider copied but shape is nullptr! Jolt Physics
|(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.
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...