C
C#•2d ago
snek

Noob C# enjoyer building a project from other people

hello, i git cloned a project from github and iam using vscode i already installed c# and c# dev kit, the project has .csproj and .sln but iam not sure how to build using vscode, the project iam trying to run on vscode: https://github.com/BoyBaykiller/Newtonian-Particle-Simulator
No description
15 Replies
Angius
Angius•2d ago
dotnet run In the terminal Or, since DevKit is installed, click the green arrow
snek
snekOP•2d ago
uhm where is green arrow
Angius
Angius•2d ago
Maybe colorless now, I don't really use VSC
Angius
Angius•2d ago
No description
Angius
Angius•2d ago
Yeah, colorless Here's the docs too: https://code.visualstudio.com/docs/csharp/build-tools
BoyBaykiller
BoyBaykiller•2d ago
btw under "Releases" on github there is the precompiled program in case you just want to run it
snek
snekOP•2d ago
BoyBaykiller
BoyBaykiller•2d ago
thats weird it shouldnt look this pixelated/aliased. I've made a small change that might fix it. I'd appreciate if you try running it again with newest version and see if it looks any different
snek
snekOP•2d ago
Oh you are the dev? I didn't realise it, what a coincidence 😆 Iam trying to learn OpenGL and how can I give most of the work to GPU to preventing bootlenecks
snek
snekOP•2d ago
newtonian pacman
BoyBaykiller
BoyBaykiller•2d ago
hey cool yeah this is like the first time I look in here and suddenly see this very familiar looking link... : )
snek
snekOP•2d ago
i was wondering if it would still be performant if i would load many many images like 10k images preprocess first to like 128x128 the put all textures into a buffer of sorts to send to the shader , would just need a way to handle textures in one go
BoyBaykiller
BoyBaykiller•22h ago
are you asking how you can make a very large number of textures available to the shader?
snek
snekOP•19h ago
yeah basically , what is a good practice if i would do that
BoyBaykiller
BoyBaykiller•18h ago
if they're all the same size then a 2D "Array Texture" accessed through a single sampler2DArray in shader would be perfect for that. Otherwise there is "Bindless Textures" but thats harder
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