Conan just adds more complexity. Why not just install boost first and then use CMake ? There are tons of examples of doing that exactly.
@LötwigFusel21 сағат бұрын
Do this for a big project with 20 libs and everybody will hate you that tries to get your project compiling on theirs machine. Have one project require the one version of the boost with another build configuration or even a whole different boost version. Manual dependencies management is a big burden. Conan removes all this complexity. It downloads or builds everything you need on demand and exactly in the configuration you are seeking.
@DudleySmyre3 күн бұрын
846 Doyle Fields
@Химера-у5ъ3 күн бұрын
Где переводчик???🥺😳
@fab92074 күн бұрын
For me in UE5.4 It works better to compile with Ctrl+Alt+F11 with live coding enabled.
@vroumvroum77695 күн бұрын
thanks for the video i would watch if you do more boost asio video
@imblark6 күн бұрын
there's actually a problem with your code you know your code is more than enough for resizing the buffers once the user resize the window but once the user release the window, the directX debug layer start tweakin' the problem is that the case of WM_SIZE will excuting if the window has released, so both of the m_width & m_height will be 0 in that moment, and this is what the DirectX don't like you can't set the buffer size to 0 (for width and height) so to fix this problem we need to double-check the case of WM_SIZE: LRESULT Windowing::OnWindowMessage(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_SIZE: if (lParam && (HIWORD(lParam) != Get().m_height) || (LOWORD(lParam) != Get().m_width)) { //checking if we're not releasing the window if (HIWORD(lParam) != 0 || LOWORD(lParam) != 0) { Get().m_should_resize = true; } } break; . . }
@ashi25766 күн бұрын
you're better than the tutorials i've watched. thanks bro!!!
@genesis140011 күн бұрын
54:43
@Maddisch19 күн бұрын
Shame about the Microcontroller series, looking forward to whats next!
@merlinmilton759620 күн бұрын
White Brian Robinson Shirley White Nancy
@salti608020 күн бұрын
Take care man, you've got me through uni, I hope it goes well for you
@endijs.ogrins21 күн бұрын
I found this channel from the first MoxPP series, and I loved the C++ library series. Then I started using Premake 5 and Conan package manager while studying C++ programming. It would be nice to see incremental videos with packages that make sense to put together and ways to add them later in working projects like SQLiteC++ with spdlog and, for example, pugixml export with xml schema from SQLite database for data exchange with other software that takes *.xml files as input data. Only to show direction to go, not full solution. For now, I haven't touched C++ for a while because I am not a real programmer, only a hobbyist. Thanks for great work.
@hell0kitje21 күн бұрын
thanks for your work so far 🏅
@embersflame846521 күн бұрын
Yo Lötwig, I followed your Unreal C++ tutorials and learned the engine way good with that experience as a basis over the past 1 year. Working on a big game and might have it made proper within a few more years. Much appreciation, want you to know that
@MasTerPieCer-s6y21 күн бұрын
Thank You for your tutorials. One of the best basic staff for beginners. I just write a code on pure c++ with openGL and Unreal was really scary for me. But your tutorial gave me inspiration for fruther moves.
@ahsan264923 күн бұрын
Coming from a Vulkan tutorial, I FINALLY understand the use of Descriptors. Thank you so much!
@ahsan264923 күн бұрын
Apparently, DirectX 12 started in the footsteps of AMD's Mantle, which is now discontinued because Vulkan started as a derivation from Mantle. In other words, DirectX 12 and Vulkan share a lot of the core philosophy, one of which is this Debug Layer, which is called a Validation layer in Vulkan. Learning one of the two is a good approach to understanding the other. I'm attempting to learn both.
@ahsan264923 күн бұрын
I started watching your videos multiple times, but I could never hold myself accountable to finish it. Hopefully this time, I will see your series through to the end. Here begins my journey to DX12!🪂🪂🪂
@zerobadideas23 күн бұрын
Isn't the purpose of an interface to skip unnecessary casting? Why can't you just drag off Other Actor and call the interface function? And I guess check if it implements it, in case you want the jump to be conditional
@TylerAlston-f5j23 күн бұрын
7096 Dewayne Knolls
@MasTerPieCer-s6y24 күн бұрын
Thank You very much 4 Your tutors. Will You be doing tutorials about little more complicated and advanced stuff based on your previous tutors?
@ric824828 күн бұрын
This is going great already and l'll be happy to follow this playlist now. The only thing though is that the actors were created manually here, not with code in runtime as l expected.
@Game_Masters28 күн бұрын
I can't see shit...
@MasTerPieCer-s6y28 күн бұрын
This is a realy nice lesson, because i understand that i can show on screen every actor behavior. Thank You very much. Killed about 4 hours to find out that i had in list of target file one comma more and it didnt comiled and crushed everything.)
@ckmstudiosАй бұрын
Almost done with this project. Thanks for the awesome content and real-time debugging. I end up learning so much more than I expect. Thank you! I just wasn't able to color my HTML elements or use dark mode, it seems like my HTML element classes aren't working. But I'll figure that out later. 🙂
@ZombieanfuehrerАй бұрын
Danke für diese gute Erklärung rund um UART Kommunikation!
@ballinlikebill8334Ай бұрын
geht hart sehr nice
@YoshjieАй бұрын
Really appreciate this boost series, a whole series of asio and networking would be awesome, hopefully you will make something like that in the future :)
@christofgluckler3690Ай бұрын
Der DB Browser for SQLite war ein super Tipp, vielen Dank dafür :) Was ich gut fände, wäre, wenn du weniger Abhängigkeiten drin hättest (Conan/MoxPP...), damit man sich auf das Wesentliche konzentrieren kann ;)
@kurtcobain7388Ай бұрын
i hope i complete all your cpp Beginners tutorials ....you are really pro teacher
@kurtcobain7388Ай бұрын
why python & java ??? why install it ?
@LötwigFuselАй бұрын
Because I have plans with that. Python will be required for a C++ package manager in a future video. The java plan did not make it into a video yet, but it is required from time to time for tools (Like the "SocketTester" for network programming).
@mohammadshqerat3220Ай бұрын
thanks
@manfredbogner9799Ай бұрын
Sehr gut
@cybercrystalgamingАй бұрын
My visual studio is not opening automatically
@master138Ай бұрын
Don't you need a semicolon at the end of statements?
@itsjustmyusername312Ай бұрын
Thank you so much for making this :) This is really helping me understand this system.
@edro626Ай бұрын
Thank you!!
@RohitRajput-xm8hgАй бұрын
ngl i didn't understand a single thing of what you did, and watched entire video just to seee final output xd 😆
@roro17902Ай бұрын
mox.bat init on win 11 with vs2022 giving the error below and halting what is wrong here thx ERROR: 'settings.compiler' value not defined
@MustlightАй бұрын
Nice video, thanks mate.
@intingwithzoe5715Ай бұрын
SOOOOO how do i add the files to the build then?
@arcetrosАй бұрын
Thanks for this tutorial, it helps me a ton
@RaziaarАй бұрын
Thanks for the video, though all the random movements, orbiting, panning etc while explaining things is incredibly distracting.
@shertaft74922 ай бұрын
DO NOT CALL PROJECT "Test". Otherwise nothing will work
@moonhowler6672 ай бұрын
Wow I had no idea about the aligned element macro, I was using offsetof()
@sylinashi87612 ай бұрын
My ant farm enjoyed this tutorial.
@moonhowler6672 ай бұрын
I've read and watched five pieces on DX12. I can clear the RT and swap the backbuffer but I'm having issues drawing a triangle. I only finished the first video, and I can already tell you're gonna get me the rest of the way. I wish I'd found this sooner.
@KaustavMajumder2 ай бұрын
32:17 - For me I got the following, when I tried to use D3D12_RESOURCE_STATE_COMMON: Certain resources are restricted to certain D3D12_RESOURCE_STATES states, and cannot be changed. Resources on D3D12_HEAP_TYPE_UPLOAD heaps requires D3D12_RESOURCE_STATE_GENERIC_READ. Reserved buffers used exclusively for texture placement requires D3D12_RESOURCE_STATE_COMMON. [ RESOURCE_MANIPULATION ERROR #741: RESOURCE_BARRIER_INVALID_HEAP]