KindaABigDyl

joined 3 years ago
[–] KindaABigDyl@programming.dev 3 points 17 hours ago* (last edited 17 hours ago)

I'm not really talking about teaching and guiding though.

If you look at the meme, one of the responses is something like "PRs welcome."

I think that's appropriate in certain circumstances.

You are correct, there is nothing wrong with a lack of knowledge or dumb questions. I'm referring more to how they ask their dumb questions.

Some newbies come with hostility, pride, and entitlement, not ignorance.

They request new features, say something sucks bc of blah blah blah, and then get mad at people responding rudely back. But what else should we respond with in this kind of situation? They aren't looking to learn. They are looking to degrade projects, users, and maintainers.

They aren't looking for answers; they're looking to be mad about something and confirm their opinion that "Linux sucks" or some other such bias.

So yeah, when someone comes humbly even with bad assumptions, absolutely correct and guide, but there's no point guiding people who don't actually want guidance, ya know? Pearls before swine

So sometimes these aren't bad responses

[–] KindaABigDyl@programming.dev 21 points 1 day ago (8 children)

Tbf, those are sometimes valid responses, the new user just doesn't realize what they're asking is dumb, and it's exhausting to deal with when a bit of reading would solve the problem or show them what they're asking is impossible.

[–] KindaABigDyl@programming.dev 1 points 1 day ago* (last edited 1 day ago) (1 children)

It's not really 130-150 words per min though bc mostly the words we say are nonsense, "uhms" and saying the wrong thing and starting over and pausing and such.

Not to mention, when we speak to a computer, it's not like to a person, as others have pointed out. The 130-150 wpm number comes from in context speaking where we already know what we're going to say. That isn't the case when doing things on a computer such as responding to a comment, anything requiring thinking, coding, etc.

Also, text-to-speech systems do not immediately recognize the speech we say, adding further delay.

So it's not actually 130-150 words a minute.

In terms of meaningful day-to-day use, I maintain that it's far slower and less precise than a keyboard, especially if you're a proficient typer.

And this makes sense as everyone I've ever met who likes to use text-to-speech (excluding those who MUST use it for disability reasons) are simply those who are bad at typing. Cope harder. slow-mo. This comment was written using a keyboard

EDIT:

so what they’re saying is true for that one use case

This doesn't follow. Both of us are talking about inputing in english. Vibe-coding with a keyboard is also superior there

[–] KindaABigDyl@programming.dev 16 points 2 days ago (10 children)

Keyboards are way more efficient than voice tho

Fallout 67 let's go

[–] KindaABigDyl@programming.dev 21 points 1 week ago

It's going to be a sad day when Linus finally leaves the kernel

The ARM nature of the Pi could make it difficult depending on Engine. Might be better to look at an x86_64 SBC to build a platform on. Those tend to be more expensive tho

[–] KindaABigDyl@programming.dev 9 points 1 week ago* (last edited 1 week ago) (7 children)

This is why I really want to make my own open-source console platform.

Indie developers can target it, it can have some kind of cartridges (probably flash based) which people can sell directly, and complete open-source and hackable (but with simple ways to customize, so people can buy accesssories instead of making them, if they're not maker inclined).

If enough people could use this console, then even AAA devs might consider it.

But the problem is it has to be decently powerful while staying affordable. Traditionally consoles lose money (recouped when people buy first party titles). It's a failed business model as evident by all these major studios moving away from it. First SEGA leaving the console market, then Nintendo making Game Key Cards, and now Sony removing physical all together.

I mean tbh, people could simply target the Raspberry Pi 3B as a standard platform for gaming. Those still go for $35, unlike the Pi 4 and Pi 5, and are capable of 2D games and limited 3D games (perfectly fine for Indie). It runs Linux which is easy enough to develop for both in direct code and from game engines (except Unreal which is annoying about it). Add some sort of "card hat" like those readers a few people have made, and it could be great for that world at least. Wrap it up into a product for like $50 with a controller and it could be something

But idk, the AAA world is gonna continue to shift from these models. At least PC is a bit better with its digital storefronts, but it's not perfect either, and you still don't "own" anything.

[–] KindaABigDyl@programming.dev 13 points 3 weeks ago (1 children)

were forthcoming about shelling out the real work to c

When did they shell out "real work" to C?

There is no C in the repo: https://github.com/uutils/coreutils

They aren't wrapping the GNU coreutils in a Rust shell; it's a total unaffiliated reverse-engineering

[–] KindaABigDyl@programming.dev 37 points 3 weeks ago (8 children)

Are they using any original GNU coreutils code as reference? My understanding is nothing is 1:1. They're trying to build, from the ground up, a totally new codebase that has the same user-facing functionality but under the hood is idomatic Rust code (so nothing like the GNU C code)

They are recreating something that matches behavior not using licensed GPL code. Which is the same way the GNU coreutils were a recreation of the proprietary Unix tools in an effort to provide open source alternatives.

Like you wouldn't say "An appropriate amount of work to slap a GPL license on somebody else's work" in reference to GNU recreating the Unix tools, so why say it here?

[–] KindaABigDyl@programming.dev 99 points 3 weeks ago* (last edited 3 weeks ago) (9 children)

Here's how it's gonna go down:

  1. Hasbro sells Wizards of the Coast to Microsoft
  2. Microsoft uses the new IP from WoC and forces Obsidian to make BG4
    • Sidenote: Blizzard will take over MtG mobile
  3. Microsoft forces Obsidian to imbue BG4 with AI generated slop throughout and make it a live service game somehow
  4. BG4 flops hard
  5. Microsoft shuts down Obsidian
 

Not sure if this is a good place to ask for help, but I have scoured the internet and no one has a solution, so hopefully this question helps me as well as others.

I'm trying to get my computer to run at its best when on Hyprland. I have an MSI Raider GE76 which has an Nvidia GTX 3080 Mobile and an Intel Tiger Lake CPU with integrated graphics.

I typically have an external display over display port, an Ultrawide 3440x1440@60Hz, and the internal laptop display is on eDP at 1920x1080@360Hz. Note tho that while I often have the dual screen setup, I do need to be able to go to just the Intel display. The Nvidia GPU drives all outputs (DP, HDMI, Thunderbolt) EXCEPT for the eDP which is connected to the Intel card.

On X11, I could use reverse prime sync to use the Nvidia card for everything and just have the Intel card draw whatever the Nvidia card renders. This worked well. Unfortunately there isn't anything like that for Wayland, and I don't have a hardware switch to put the eDP on the nvidia side of things.

This means that I have to use the default prime modes to run stuff on the nvidia card which makes the second screen incredibly laggy. Now, I can disable the i915 module and the external display becomes buttery smooth, but I can't use my built-in display (which means I also can't use the display when I'm not connected to the external monitor).

How can I get both to work well on Wayland?

Can I run the external display exclusively on Nvidia and the internal on Intel with Prime? That could work, but idk if that's possible.

What's the optimal way to set up an external display on Wayland with and Nvidia hybrid-graphics laptop? Bc right now I'm thinking of just going back to X11 and praying it gets enough support to live until I can get a decent Wayland config.

 

I created a little side project over the past few days, a new build system for C and C++: https://github.com/blueOkiris/acbs/

I've seen a lot of discourse over C build tools. None of them really seem solid except for (some) Makefiles (some Makefiles are atrocious; you just can't rely on people these days). Bazel, cmake - they're just not straight forward like a clean Makefile is, basically black magic, but setting up a Makefile from scratch is a skill. Many copy the same one over each time. Wouldn't it be nice if that Makefile didn't even need to be copied over?

Building C should be straight forward. Grab the C files and headers I want, set some flags, include some libraries, build, link. Instead project build systems are way way way overcomplicated! Like have you ever tried building any of Google's C projects? Nearly impossible to figure out and integrate with projects.

So I've designed a simplistic build system for C (also C++) that is basically set up to work like a normal Makefile with gcc but where you don't have to set it up each time. The only thing you are required to provide is the name of the binary (although you can override defaults for your project, and yes, not just binaries are possible but libs as well). It also includes things like delta building without needing to configure.

Now there is one thing I haven't added yet - parallel building. It should be as simple as adding separate threads when building files (right now it's a for loop). I know that's something a lot of people will care about, but it's not there yet. It's also really intended to only work with Linux rn, but it could probably pretty easily be adjusted to work with Windows.

Lay your project out like the minimal example, adjust the project layout, and get building! The project itself is actually bootstrapped and built using whatever the latest release is, so it's its own example haha.

It's dead simple and obvious to the point I would claim that if your project can't work with this, your project is wrong and grossly over-complicated in its design, and you should rework the build system. C is simple, and so should the build system you use with it!

So yeah. Check it out when y'all get a chance

 

I created a little side project over the past few days, a new build system for C and C++: https://github.com/blueOkiris/acbs/

I've seen a lot of discourse over C build tools. None of them really seem solid except for (some) Makefiles (some Makefiles are atrocious; you just can't rely on people these days). Bazel, cmake - they're just not straight forward like a clean Makefile is, basically black magic, but setting up a Makefile from scratch is a skill. Many copy the same one over each time. Wouldn't it be nice if that Makefile didn't even need to be copied over?

Building C should be straight forward. Grab the C files and headers I want, set some flags, include some libraries, build, link. Instead project build systems are way way way overcomplicated! Like have you ever tried building any of Google's C projects? Nearly impossible to figure out and integrate with projects.

So I've designed a simplistic build system for C (also C++) that is basically set up to work like a normal Makefile with gcc but where you don't have to set it up each time. The only thing you are required to provide is the name of the binary (although you can override defaults for your project, and yes, not just binaries are possible but libs as well). It also includes things like delta building without needing to configure.

Now there is one thing I haven't added yet - parallel building. It should be as simple as adding separate threads when building files (right now it's a for loop). I know that's something a lot of people will care about, but it's not there yet. It's also really intended to only work with Linux rn, but it could probably pretty easily be adjusted to work with Windows.

Lay your project out like the minimal example, adjust the project layout, and get building! The project itself is actually bootstrapped and built using whatever the latest release is, so it's its own example haha.

It's dead simple and obvious to the point I would claim that if your project can't work with this, your project is wrong and grossly over-complicated in its design, and you should rework the build system. C is simple, and so should the build system you use with it!

So yeah. Check it out when y'all get a chance

 
 

I'm making a game that takes heavy inspiration from Zelda games like Ocarina of Time, Wind Waker, and Twlight princess, i.e. OoT-lineage Zelda as opposed to BotW & TotK and games that stem from Link to the Past. It's not a fan game, of course, but if you like OoT/MM/WW/TP/SS, then you'll (hopefully) like my game.

One central aspect to nail is the camera system these games use. There's some variation, so I've picked one to "clone." I'm basing this camera off of Wind Waker's. It has a default mode where Link runs around the camera with left and right and pushes/pulls the camera with up and down. If you wait long enough, the camera will move to be behind him, and of course there's a Z-targeting mode that will force the camera to move behind him and let him strafe. Finally, there's a free camera mode that works like the camera in a lot of modern third person games.

In terms of movement, there's walking and running, but jumping is relegated to hopping across short gaps in these games, and I've implemented that system as well.

 
 

I have enabled the strongswan plugin for Network Manager via networking.networkmanager.enableStrongSwan.

I manually set up my work VPN using nm-applet, but obviously this won't come with me if I reinstall NixOS, so I'd like to set up the VPN using nix.

The problem is that networking.networkmanager doesn't seem to have any sort of vpn configuration system. How would I go about this?

 

I can achieve remapping using InputMap, config files, a virtual input system, and a bunch of other stuff, but it's kind of pain tbh. Not hard just a lot of code and layers.

Has anyone made a plugin that makes controller remapping simpler in Godot?

With how much work it is to implement, it makes it kinda low ROI for a project, but I feel bad for users bc it's basically the default for all games now to have remapping.

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