- 316
- 876 502
Lötwig Fusel
Germany
เข้าร่วมเมื่อ 13 มี.ค. 2020
Advanced videos in Software Engineering.
I focus on making top-notch tutorials about graphics programming and advanced software engineering.
(C) Copyright 2023 Moxibyte GmbH
I focus on making top-notch tutorials about graphics programming and advanced software engineering.
(C) Copyright 2023 Moxibyte GmbH
4 - Service Manager | Commercial Grade C++
github.com/Ohjurot/CGCPP
AI Disclaimer: This content has been enhanced with artificial intelligence to ensure accuracy and up-to-date information. The interpretations and applications demonstrated are informed by the latest in AI technology but should be considered as part of a broader educational strategy.
(C) Copyright 2024 Moxibyte GmbH
AI Disclaimer: This content has been enhanced with artificial intelligence to ensure accuracy and up-to-date information. The interpretations and applications demonstrated are informed by the latest in AI technology but should be considered as part of a broader educational strategy.
(C) Copyright 2024 Moxibyte GmbH
มุมมอง: 421
วีดีโอ
3 - Service Specialization - WWWService | Commercial Grade C++
มุมมอง 2322 หลายเดือนก่อน
github.com/Ohjurot/CGCPP AI Disclaimer: This content has been enhanced with artificial intelligence to ensure accuracy and up-to-date information. The interpretations and applications demonstrated are informed by the latest in AI technology but should be considered as part of a broader educational strategy. (C) Copyright 2024 Moxibyte GmbH
2 - Basic Service | Commercial Grade C++
มุมมอง 3972 หลายเดือนก่อน
github.com/Ohjurot/CGCPP AI Disclaimer: This content has been enhanced with artificial intelligence to ensure accuracy and up-to-date information. The interpretations and applications demonstrated are informed by the latest in AI technology but should be considered as part of a broader educational strategy. (C) Copyright 2024 Moxibyte GmbH
1 - Repository Setup | Commercial Grade C++
มุมมอง 1K2 หลายเดือนก่อน
github.com/Ohjurot/CGCPP AI Disclaimer: This content has been enhanced with artificial intelligence to ensure accuracy and up-to-date information. The interpretations and applications demonstrated are informed by the latest in AI technology but should be considered as part of a broader educational strategy. (C) Copyright 2024 Moxibyte GmbH
Channel Update 13.09.24 - Why no video and how it will go in the future
มุมมอง 3293 หลายเดือนก่อน
Sorry for the lack of videos. I promise the pace will return :D
GameEngine Series #11 | Scanning the content directory for file to be Build
มุมมอง 4614 หลายเดือนก่อน
github.com/Ohjurot/GameEngine In this video series, we explore the development of a 2D game engine using C and DirectX 12. From foundational concepts to advanced techniques, each episode provides a detailed guide to building and optimizing a custom game engine. Ideal for both beginners and experienced developers looking to enhance their skills. AI Disclaimer: This content has been enhanced with...
GameEngine Series #10 | Using the DirectX Shader Compiler
มุมมอง 5824 หลายเดือนก่อน
github.com/Ohjurot/GameEngine In this video series, we explore the development of a 2D game engine using C and DirectX 12. From foundational concepts to advanced techniques, each episode provides a detailed guide to building and optimizing a custom game engine. Ideal for both beginners and experienced developers looking to enhance their skills. AI Disclaimer: This content has been enhanced with...
GameEngine Series #9 | Integrating the DirectX Shader Compiler
มุมมอง 3024 หลายเดือนก่อน
github.com/Ohjurot/GameEngine In this video series, we explore the development of a 2D game engine using C and DirectX 12. From foundational concepts to advanced techniques, each episode provides a detailed guide to building and optimizing a custom game engine. Ideal for both beginners and experienced developers looking to enhance their skills. AI Disclaimer: This content has been enhanced with...
GameEngine Series #8 | Move to conan & preamek5 (MoxPP)
มุมมอง 2875 หลายเดือนก่อน
github.com/Ohjurot/GameEngine In this video series, we explore the development of a 2D game engine using C and DirectX 12. From foundational concepts to advanced techniques, each episode provides a detailed guide to building and optimizing a custom game engine. Ideal for both beginners and experienced developers looking to enhance their skills. AI Disclaimer: This content has been enhanced with...
GameEngine Series #7 | Game Base Class
มุมมอง 2925 หลายเดือนก่อน
github.com/Ohjurot/GameEngine In this video series, we explore the development of a 2D game engine using C and DirectX 12. From foundational concepts to advanced techniques, each episode provides a detailed guide to building and optimizing a custom game engine. Ideal for both beginners and experienced developers looking to enhance their skills. AI Disclaimer: This content has been enhanced with...
GameEngine Series #6 | LayerStack
มุมมอง 3525 หลายเดือนก่อน
github.com/Ohjurot/GameEngine In this video series, we explore the development of a 2D game engine using C and DirectX 12. From foundational concepts to advanced techniques, each episode provides a detailed guide to building and optimizing a custom game engine. Ideal for both beginners and experienced developers looking to enhance their skills. AI Disclaimer: This content has been enhanced with...
GameEngine Series #5 | ImGui integration
มุมมอง 4755 หลายเดือนก่อน
github.com/Ohjurot/GameEngine In this video series, we explore the development of a 2D game engine using C and DirectX 12. From foundational concepts to advanced techniques, each episode provides a detailed guide to building and optimizing a custom game engine. Ideal for both beginners and experienced developers looking to enhance their skills. AI Disclaimer: This content has been enhanced with...
GameEngine Series #4 | DXGI SwapChain
มุมมอง 2955 หลายเดือนก่อน
github.com/Ohjurot/GameEngine In this video series, we explore the development of a 2D game engine using C and DirectX 12. From foundational concepts to advanced techniques, each episode provides a detailed guide to building and optimizing a custom game engine. Ideal for both beginners and experienced developers looking to enhance their skills. AI Disclaimer: This content has been enhanced with...
GameEngine Series #3 | D3D12 Init
มุมมอง 4955 หลายเดือนก่อน
github.com/Ohjurot/GameEngine In this video series, we explore the development of a 2D game engine using C and DirectX 12. From foundational concepts to advanced techniques, each episode provides a detailed guide to building and optimizing a custom game engine. Ideal for both beginners and experienced developers looking to enhance their skills. AI Disclaimer: This content has been enhanced with...
Boost.Assign | Boost C++ Library Essentials
มุมมอง 7598 หลายเดือนก่อน
Boost.Assign | Boost C Library Essentials
Boost.Asio | Boost C++ Library Essentials
มุมมอง 6K8 หลายเดือนก่อน
Boost.Asio | Boost C Library Essentials
Boost.Align | Boost C++ Library Essentials
มุมมอง 4628 หลายเดือนก่อน
Boost.Align | Boost C Library Essentials
Boost.Algorithm | Boost C++ Library Essentials
มุมมอง 1K8 หลายเดือนก่อน
Boost.Algorithm | Boost C Library Essentials
Boost.Accumulators | Boost C++ Library Essentials
มุมมอง 5608 หลายเดือนก่อน
Boost.Accumulators | Boost C Library Essentials
Installing Boost | Boost C++ Library Essentials
มุมมอง 1.8K8 หลายเดือนก่อน
Installing Boost | Boost C Library Essentials
#1 Introduction & Basic Information | Arduino UNO Tutorial
มุมมอง 2729 หลายเดือนก่อน
#1 Introduction & Basic Information | Arduino UNO Tutorial
New Series Introduction : MCU Kickstarter Courses
มุมมอง 2439 หลายเดือนก่อน
New Series Introduction : MCU Kickstarter Courses
#3 Export via LUA - | Code to 3D: Modeling with Lua & C++
มุมมอง 44110 หลายเดือนก่อน
#3 Export via LUA - | Code to 3D: Modeling with Lua & C
#2 - Emitting Materials | Code to 3D: Modeling with Lua & C++
มุมมอง 24210 หลายเดือนก่อน
#2 - Emitting Materials | Code to 3D: Modeling with Lua & C
#1 - Emitting OBJ files | Code to 3D: Modeling with Lua & C++
มุมมอง 89710 หลายเดือนก่อน
#1 - Emitting OBJ files | Code to 3D: Modeling with Lua & C
Building a Web Server in C++: A Developer's Journey - 4
มุมมอง 53911 หลายเดือนก่อน
Building a Web Server in C : A Developer's Journey - 4
Sehr Super, Danke
bro I just spent 3 hours debugging for a line
This really helped me get started on using JSON with C++, thanks!
Thanks for this great tutorial. In my case, I my case I didn't use if else for the state machine but I used a switch case and an enumeration (more clear of a simple number) an i have the result in 1ms.
Rock Me Amadeus!
bro du bist save deutsch HAHAHHAHA
thanks good demo and code~~❤
2 years after, still best c++ UE5 course
Very straight forward and fast. Just two cups of coffee and we are ready to go!
Miniseries on boost asio plz
So I added up to the pawn class and the proyect does not want to be built, it shows 10,926 error and I dont know why, I have it exactly how you have it and it does not want to lunch from the engine either. Help please, I want to start playing with game divelopment because my major in in computer science engineering and I want to practice.
Thanks. I now have a flashing red triangle on my screen. Would not be possible without this excellent tutorial video series. Took some try and errors but now I've reached a good milestone. Thank you !
why don't I have tutorialgamemode base? is the whole tutorial pointless now?
bro also has c++ classes in the content drawer? Are we using different engines or something. Says its Unreal 5 ffs
@@cinamynj Its a older version. You have to create your own gamemodebase
@@sangheilizealot5787 thank you!
Excellent tutorials, thanks for your efforts producing them. Top class productions.
Ну что ты за мудачьё такое? Честно, я во многих туторах по разным программам вижу как авторы выкручивают масштаб интерфейса в милипиздрическую хуету. Я нихуя не вижу! Сука, блять, я не вижу что ты показываешь!
Thank you for uploading this type of video 😍 It's really helpful for know about the conan and mamy more tricks to work with VS.
Excellent tutorial, well explained, detailed and easy to follow along.
0:00 concrete service. 13:40 webserice
2:15 logger 14:26 Service infrastructure 16:07 basic service 25:24 boost thread
Programmer should be on Linux 😅 why u using Window
Why would windows not be for programmers? In fact Microsoft has a full framework for developers you can even remote build and debug Linux applications within the ecosystem. When you develop applications for the end user 83% of them are on windows. 96% of the steam user are on windows. So if you target on of these groups of users it makes sense to make windows your developer os. And even when you target Linux Systemen. All C++ code will more or less compile without any issues on Linux using clang (gcc is a bit picky but works most of the time as well).
Time stamp😅
Running C:/UE/Engines/UE_5.4/Engine/Build/BatchFiles/Build.bat Development Win64 -Project="X:/Unreal Engine/Projects/Tutorial/Tutorial.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE Using bundled DotNet SDK version: 6.0.302 Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Development Win64 -Project="X:/Unreal Engine/Projects/Tutorial/Tutorial.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE Log file: C:\Users\Desktop\AppData\Local\UnrealBuildTool\Log.txt Available x64 toolchains (1): * C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.42.34433 (Family=14.42.34433, FamilyRank=5, Version=14.42.34433, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64) Visual Studio 2022 compiler version 14.42.34433 is not a preferred version. Please use the latest preferred version 14.38.33130 Available x64 toolchains (1): * C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.42.34433 (Family=14.42.34433, FamilyRank=5, Version=14.42.34433, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64) Visual Studio 2022 compiler version 14.42.34433 is not a preferred version. Please use the latest preferred version 14.38.33130 Creating makefile for TutorialEditor (no existing makefile) Available x64 toolchains (1): * C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.42.34433 (Family=14.42.34433, FamilyRank=5, Version=14.42.34433, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64) Visual Studio 2022 compiler version 14.42.34433 is not a preferred version. Please use the latest preferred version 14.38.33130 Available x64 toolchains (1): * C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.42.34433 (Family=14.42.34433, FamilyRank=5, Version=14.42.34433, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64) Visual Studio 2022 compiler version 14.42.34433 is not a preferred version. Please use the latest preferred version 14.38.33130 @progress push 5% Parsing headers for TutorialEditor Running Internal UnrealHeaderTool "X:\Unreal Engine\Projects\Tutorial\Tutorial.uproject" "X:\Unreal Engine\Projects\Tutorial\Intermediate\Build\Win64\TutorialEditor\Development\TutorialEditor.uhtmanifest" -WarningsAsErrors -installed Total of 0 written Reflection code generated for TutorialEditor in 0.7455051 seconds @progress pop Building TutorialEditor... Using Visual Studio 2022 14.42.34433 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.42.34433) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10). Warning: Visual Studio 2022 compiler is not a preferred version Determining max actions to execute in parallel (12 physical cores, 20 logical cores) Executing up to 12 processes, one per physical core Requested 1.5 GB memory per action, 17.14 GB available: limiting max parallel actions to 11 Using Parallel executor to run 6 action(s) ------ Building 6 action(s) started ------ [1/6] Resource Default.rc2 [2/6] Compile [x64] SharedPCH.UnrealEd.Project.ValApi.Cpp20.cpp C:\UE\Engines\UE_5.4\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): error C4668: '__has_feature' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' C:\UE\Engines\UE_5.4\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): error C4067: unexpected tokens following preprocessor directive - expected a newline C:\UE\Engines\UE_5.4\Engine\Source\Runtime\Engine\Classes\Engine\SkeletalMesh.h(930): warning C4996: 'FBoneMirrorInfo': FBoneMirrorInfo is deprecated. Please use UMirrorDataTable for mirroring support. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. Total time in Parallel executor: 19.63 seconds Total execution time: 37.56 seconds
another useless tutorial
275k views, 4.5k likes :/
Hallo, sind die LEDs bei 33:21 über die Widerstände mit (+) verbunden? Ist dann der jeweilige Pin quasi GND oder sieht das nur so aus? Grüße und danke für die tollen Videos!
The German accent is an immediate +10 points to teaching programming
This is one of the most helpful tutorials I have ever seen. Thank you!
Dude, blocking sockets i/o in 2024, come on, you can do it better. (BOOST BEAST ??? NEVER HEARD OF IT !!!111)
Dude, you informed yourself on httplib ??? It uses non blocking io! Why overcomplicate with beast when httplib does the job for a simple web interface and has more features out of the box.
plz be regular ..
Hey Just so you know people are still finding and watching your Videos - I for one found you over your Unreal C++ Video Series which was really helpful. So thanks for all of the work <3
a good video
What is this, a tutorial for ANTS?
New Sub!!!!
This series requires patience to follow. Its a steep learning curve but I think it is worth it. Only graphics API I have used before this is OPENGL and that has things simplified way too much. Thanks for making this series and putting it out there. I think its a great learning resource!
adhd tutorial
I can’t believe that I made it to this point…
I'm getting a build error with gtest gtest/1.15.0: ERROR: Package 'f9811fd4161571ab9655d9bd54eb4ef54d1aa220' build failed gtest/1.15.0: WARN: Build folder \.conan2\p\b\gtest686718093c06b\b\build ERROR: gtest/1.15.0: Error in build() method, line 139 cmake.configure() ConanException: Error 1 while executing What is the problem?
Do you have CMake installed?
@@LötwigFusel i suppose yes, maybe it is not linked to vscode or something like that? idk
Hi, another great video, thanks for that! I had a question why not use the json library provided by boost? I find it much less sensitive to type errors. Thank you very much
It’s just a personal preference of me. I do write Projekts from time to time that not use boosts and nlohmann is quit lightweight and simple to use
windows is a joke. windows 11 is not a real OS
"i use arch and nvim btw"
Why would windows not be a real OS? It does all the things that characterizes an OS.
@@LötwigFusel I'm still a beginner, can you clarify what is this project about?
Wendell Unions
Really nice explanation and video. Can you please make a tutorial on rendering and doing physics with CUDA
"we have made a serious undertaking to make a stupid little line" i loled
Please make a full video series on Boost.asio
Another great one. I'm glad that we are using the libs that known but also used in the real life a lot such as boost and others. These videos makes me learn them better. Thanks again mate.
Excelente.....
Very good teaching. Thank you for your amazing videos.
Another great video. Thanks a lot for the content mate ^^
Thank you!
Hi Sir , I am new in unreal please suggest the book or documentation related to the videos thanks
Have a nice day🎉
Conan just adds more complexity. Why not just install boost first and then use CMake ? There are tons of examples of doing that exactly.
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.
@@LötwigFusel We use Boost 1.78, the entire team uses the same version (debug and release) and upgrading Boost version is major project in itself, so not done very frequently. I am curious, what scenario requires using a different version of boost per project? Is boost not backwards compatible? Are there any specific examples you have where code written to compile with 1.78 version will not work with 1.76 ? Thank you.
846 Doyle Fields
Где переводчик???🥺😳