u/Pioneer_11

Why do repos carry unsupported versions of podman
▲ 1 r/podman

Why do repos carry unsupported versions of podman

Hi all,

I've been trying to figure out how to make dev containers work with the flatpak version of zed (if you're interested the PR and discussion about trying to make it work is here) and this led me to realise that the version of podman installed via most package managers (4.9.3) is not only pretty old but also not supported for security updates as detailed here https://versionlog.com/podman/

Why are repos carrying versions of podman which no longer recieve security support? That sounds like a recipe for getting hacked.

u/Pioneer_11 — 4 days ago
▲ 16 r/bevy

Books and other resources to learn rendering techniques

Hi all,

I'm trying to create a CFD program (some details in this question https://www.reddit.com/r/bevy/comments/1sgpx92/comment/ofuaiv5/?context=1) it looks like this is going to require a bunch of custom rendering and/or programming to determine what is sent to the GPU. I'm a fairly decent rust programmer but haven't done any of this stuff in the past.

One of the fellas over there recommended real time rendering fourth edition https://www.amazon.co.uk/Real-Time-Rendering-Fourth-Tomas-Akenine-M%C3%B6ller/dp/1138627003 which looks good but is getting a little old (8 years) so I'm not sure if there'll be some newer stuff missing.

What would people recommend I read/watch/look into to learn rendering and/or CPU/GPU programming (my main problem is that CFD meshes have millions of cells so I'll need to be swapping a lot of stuff in/out of the GPU for visualisation based on what can be seen)

Thanks,

P.S.

If there are any specific techniques I should look into advice on that would be great too, thanks

reddit.com
u/Pioneer_11 — 9 days ago
▲ 10 r/bevy

Advice on how to code for meshes with millions/billions of notes and edges

Hi all,

I'm trying to write a basic Computational fluid dynamics (CFD) solver in bevy which I'm hoping to evolve into a larger project. CFD basically solves fluid flow problems by creating "meshes" of cells with small volumes and then solving the fluid flow equations for flow between them. The requirements on the mesh get very technical and depend on various physics/modelling constraits but they often require millions and sometimes even billions of cells to solve realistic problems.

E.g.

https://preview.redd.it/wa6wb63s36ug1.png?width=700&format=png&auto=webp&s=a0d48209923ac5cc7e21346e576fcebade06a967

For the software to be useful the user needs to be able to view the mesh to look for and correct any issues. To visualise the output I also need to be able to interpolate between the cells to create visualisations of things like the pressure field:

https://preview.redd.it/g2c1c5ry36ug1.png?width=860&format=png&auto=webp&s=397612e80c71f148c3b4056ec74101f7429da38b

I'm pretty new to bevy and game engines in general so I don't know how best to go about this. What would you guys I use/look in to to:

  1. Render the mesh / create surfaces like those in the second picture
  2. Handle the extreme number of cells in the scene (I'm assuming there is some standard method for ignoring parts which are too small to be seen)

Thanks

reddit.com
u/Pioneer_11 — 13 days ago