Destiny Hailstorm
Destiny Hailstorm
> The "intended" way doesn't exist at the moment but you can execute it using ash. Is there an example for this? @marc0246 If it's not too far into the...
@marc0246 Not sure where I'd acquire the fence and semaphore, and I've not been able to figure out how to tie this into futures either as none of it is...
> But to answer the question, vulkano has the types I named before: `CommandBuffer`, `Fence`, `Semaphore`. You need to create them using vulkano and then get their handles to give...
> `GpuFuture` and `AutoCommandBufferBuilder` are old sync. You can't use the old sync and manual sync at the same time. But like, the SwapchainAcquireFuture literally has the fence and semaphore....
> I'm going to be completely honest and say that I'm a little bit frustrated at this point. The reason is that the old sync has a mountain of issues,...
For anyone who finds this, here's what I ended up with doing manual sync. It's raw from my renderer with some pieces cut for brevity, but gives you a rough...
> The main reason why the AST is required to be `Send` is because it can hold a `Dynamic`. And if you want to put non-thread-save stuff inside, like your...
I did manage to find a way to get my game to function (still need a bit more work to *fully tell*). ```rust struct VoxelExecutionContext { cache: RefCell, engine: rhai::Engine,...
Looked through a bit more based on your description, ya, that Dynamic would be a big issue. Only idea I am able to come up with is having SyncDynamic vs...
Need to set aside some time to circle back to this, but yes I can resolve them as well as clean up the PR a bit when I do some...