Game developer specializing in the areas of computer graphics, real-time rendering, and digital art.
- game engines
- computer graphics
- real-time rendering
- game network programming
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- C / C++
- Vulkan
- GLSL
- C# Unity
- Unreal Engine
Gabriel Patrick Protocol, Uni Project to implement ALL the network layers, from the Application Layer to the Link layer. (Some code was handed to us)
Game developer specializing in the areas of computer graphics, real-time rendering, and digital art.
ย
The TL elements are missing from the design section. When the programming is complete, this can be fully written out. This will stay until it is complete.
in debug.c, the logLine function, the log_level_limit variable is hardcoded and has to be changed and the program recompiled every time a change in logging level is required.
I suggest adding handling for an additional argument in rdt.c for setting the logLine log_level_limit. If no argument for it is given, then it will use some arbitrary default value, as it is currently the case.
Please give some thoughts. :)
EDIT: It would also prevent the need of synchronizing the changes to the debug.c file every time the debugging level is changed, and setting it at runtime prevents annoyance whenever someone else changes the log level from what you need to something else.
We should do something about this. Yeah.
Please figure this one out because I'm a dummy at how to structure those thingies.
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