KindaABigDyl

joined 3 years ago

I like thunar with Arc theme but it's Gtk based, and you really need to install thunar and its plugins (volman, archive manager, etc)

[–] KindaABigDyl@programming.dev 37 points 1 day ago* (last edited 1 day ago) (19 children)

8 GB VRAM :(

16 GB RAM :(

[–] KindaABigDyl@programming.dev 11 points 5 days ago (3 children)

I believe I even got the reverse, pacman working on Nix (I've also gotten it and archiso working on Fedora)

I think this is more idiomatic:

let result = foo(a, b)
    .map_err(|e| MyErrorEnum::Error(e.to_string()));
[–] KindaABigDyl@programming.dev 1 points 2 weeks ago* (last edited 2 weeks ago)

Pros:

  • Better UX for system. On Windows and Mac you're stuck with the old-style window movement desktops which suck and are chaos with lots of effort to maintain when trying to do anything productive. Even with third-party tools it's nothing like being able to have something like Niri. It's just better on the Linux world.
  • It actually meets your needs instead of making your change your needs. The customization is insane, but usually you don't even have to go very far to be happy.
  • No bloat, no forced features like AI (tho you can get your own AI stuff if you want), less privacy concerns, better tools generally

Microsoft Windows is actually a complete piece of crap

Unfortunately, cons of switching:

  • Have to use non-standard apps for certain things like office files or DAWs for audio production
    • Tho, these are less bad these days. In fact, some are better like I'll take Blender over Maya any day, and I use OnlyOffice even on Windows, bc why pay for the "Copilot App" (formerly MS Office) when OnlyOffice is just as good and is fully compatible?
  • Some games don't work (esp multiplayer), and sometimes for no good reason other than the devs don't like Linux users, e.g. Bungie.
    • Also far better than it used to be. Very few things I miss out on
  • MacOS clearly has the better app distribution system. A single folder with all necessary deps save a couple core libraries. Simple, effective, can still be put in a store. Instead we have an obsession with sandboxing or overcomplicated packages. AppImages were so close to being right. But nope. We can't have nice things sometimes

I've been using Linux-only since around 2019 (having used it alongside Windows for gaming before then) when Proton finally started getting good. I'm also an engineer, artist, writer, gamer, musician, maker, and more, so I feel like I have touched a lot of the different ways in which computers are used. I've used several distros for extended periods, and my fav is Arch (tho Nix is a close second; it's just not quite ready for primetime)

[–] KindaABigDyl@programming.dev 31 points 3 weeks ago* (last edited 3 weeks ago)

FreeBSD is not Linux, it is Unix.

See the "BSD?" That stands for "Berkley Software Distribution" which was the Unix that was used at UC Berkley back in the day. It uses a Unix kernel not the Linux kernel.

There is certainly overlap between the worlds of modern Unix and Linux, since much of the Unix world benefits from the popularity of Linux and FOSS as a whole, but it still is its own thing.

Namely, the biggest difference is that FreeBSD is a complete OS. All components other than a user's personally installed apps are made by (or at least integrated and maintained by) the FreeBSD team itself. Linux is technically just a kernel, and a Linux distribution, while similar to a Unix distribution, is made up of many many many moving parts made by lots of different people, each piece with its own goals then steered into working together.

Now, there are some exceptions. There is a bit of a blur now. These days, the BSDs have more 3rd-party parts and the Linux world has become more governed and polished, but they are ultimately different things with different goals.

There are plenty of other BSD descendents including OpenBSD and to a lesser extent Darwin (aka the macOS core, which runs an XNU kernel based on the Mach microkernel with a BSD subsystem beside it)

[–] KindaABigDyl@programming.dev 4 points 4 weeks ago

I always use Breeze Dark (even tho I don't use Plasma)

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

The future of AI in Ubuntu [Except it's Internet and Slackware in 1996 instead of AI and Ubuntu in 2026]

As 1996 progresses, internet-based tools are becoming more and more ubiquitous. Adoption across the tech industry has been mixed, both in terms of which projects are embracing "Web" technologies, and in how companies are structuring their adoption. As a result, I'm frequently asked about what Slackware will do (or not) to incorporate networks.

In this post I'll detail how the internet will play a part in Slackware's future, my framework for classifying internet features in the OS, and how Slackware is currently approaching adoption internally, because I think that will help paint a picture of our intent.

The bottom line is that Slackware is ramping up its use of Internet tools in a focused and principled manner that favours open network tools with license terms that feel most compatible with our values, combined with open source contracts. Internet features will be landing in Slackware throughout the next year as we feel that they're of sufficient maturity and quality, with a bias towards private networks by default.

Internet features in Slackware will come in two forms: first as a means of enhancing existing OS functionality with networking in the background, and latterly in the form of "Internet native" features and workflows for those who want them.

[–] KindaABigDyl@programming.dev 1 points 1 month ago* (last edited 1 month ago) (2 children)

You can't.

Mobile application require strange wrappings and packagings to run native code like that.

On android you could potentially use termux and build from source for aarch64, but iOS doesn't have anything like that.

Furthermore, iOS is very locked down, so running some random source from GitHub is essentially impossible without proper developer tools and a mac to run them.

[–] KindaABigDyl@programming.dev 4 points 10 months ago (1 children)

I wonder how Asahi on Apple Silicon would do. I would think it would be even less

 

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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