[-] thingsiplay@beehaw.org 6 points 18 hours ago

In that case, its all Google I agree.

[-] thingsiplay@beehaw.org 3 points 18 hours ago

But that is a decision the user takes, not Google. If people don't want to install alternative stores because its too much work, then its not Googles fault. The problem is that phone manufactures do not have the alternative stores installed (besides Samsung). Its entirely in the hands of phone manufacturers and they should be sued over, not Google.

[-] thingsiplay@beehaw.org 8 points 20 hours ago* (last edited 20 hours ago)

I just want to play games.

Edit: On a more serious note, I am actually a bit on Googles side here. Because everyone can actually install an alternative store. It's like asking Steam to add an installer for GOG and Epic Games Store in the Steam store. There is no technical limitation on the smartphones why anyone could not install alternative stores or software. The lack of installed alternative stores right from the start is not a fault of Google, but the phone manufactures who did not put these by default.

Overall, am I wrong with my observation? I really think Google is not at fault for this particular thing.

[-] thingsiplay@beehaw.org 4 points 21 hours ago

It only shows up when you use the dropdown menu to filter for Linux only. Then you also will see Freedesktop SDK (Flatpak). For whatever reason Flatpak and SteamOS Holo are ignored if you look at all operating systems instead Linux only. If you compare the numbers, they are not added to Archlinux or anything else.

[-] thingsiplay@beehaw.org 4 points 23 hours ago

Where is this stated?? If that was the case, the difference to other distros would be much higher. SteamOS is usually listed separately as HoloISO: https://store.steampowered.com/hwsurvey/?platform=linux

[-] thingsiplay@beehaw.org 1 points 1 day ago

The survey is just accepting to send some auto collected data. There is no "real survey" involved.

[-] thingsiplay@beehaw.org 7 points 1 day ago

Does Archlinux include SteamOS? Why isn't SteamOS not listed, but several versions of Ubuntu is listed separately? Wasn't SteamOS making up about half the Steam users using Linux? I would like to see multiple ways and options to enable and disable for Linux grouping, and longer lists. It may be enough for MacOS or Windows, but not for Linux.

[-] thingsiplay@beehaw.org 5 points 1 day ago

I am curious too. You tested two different versions, one beta and the other current nightly (different content). It's okay for a quick test, but you can actually have a much closer test. Both nightly and only one day difference:

I run this quick test multiple times and on average these are typical results (don't forget to delete the unpacked folder between each runs):

$ time tar xjf firefox-135.0a1.en-US.linux-x86_64.tar.bz2

real    0m5,784s
user    0m5,700s
sys     0m0,371s

$ time tar xJf firefox-135.0a1.en-US.linux-x86_64.tar.xz

real    0m1,699s
user    0m1,621s
sys     0m0,315s
[-] thingsiplay@beehaw.org 14 points 1 day ago

Most normal users do not do this. But there might be special packages with special setups, like scripts downloading and installing from Mozillas download links. Or package creators themselves might use it. Or maybe you are a developer, in which case such direct downloads would be helpful for testing and comparing stuff. I also assume most people do not care or notice any difference with this change. Still its an improvement without much drawback and thats always good, even if its only a few people benefiting of it.

[-] thingsiplay@beehaw.org 7 points 1 day ago

Sums up the average Windows user.

[-] thingsiplay@beehaw.org 8 points 1 day ago

To be totally fair, I don't mind people being critical about Linux in our Linux community. And he brings up a few good points, but loses in some other. And so the arguments he has are muddied with his tone as well, that it comes over as a toxic comment rather than a critical comment pointing real issues.

I'm a Linux fanboy, but even I realize there are problems. And its okay to talk about problems. But its not okay in the tone he did. In my opinion.

[-] thingsiplay@beehaw.org 26 points 1 day ago* (last edited 1 day ago)

I like seeing the EU more and more adopting open source and decentralized technologies. Looks like the EU will be the leading role in that regard. The US might not do this, because they like to collect information and don't want to give information to the enemy. I guess something like that. And Japan? No idea what the state of this topic is in Japan.

40
submitted 2 days ago* (last edited 2 days ago) by thingsiplay@beehaw.org to c/linux@programming.dev

Counter article: https://jadarma.github.io/blog/posts/2024/11/does-github-copilot-improve-code-quality-heres-how-we-lie-with-statistics/ about the original statistics article from Github this talk and blog post is about: https://github.blog/news-insights/research/does-github-copilot-improve-code-quality-heres-what-the-data-says/

If you rather like a reactionary video commentary to the article from The Primeagen: https://youtu.be/IxYN7DKefmI or watch on Invidious, a privacy focused web YouTube client without using YouTube directly: https://inv.nadeko.net/watch?v=IxYN7DKefmI

79
submitted 1 week ago by thingsiplay@beehaw.org to c/firefox@lemmy.ml

cross-posted from: https://fedia.io/m/technology@beehaw.org/t/1473014

Firefox is a great alternative to Google Chrome

12

cross-posted from: https://beehaw.org/post/17155901

I started to learn how to use FLTK in Rust this year, so its fair to assume this update is specifically made for me; its so obvious. FLTK is basically a suckless toolkit for GUIs, with the goal of being small, light and standalone without being complicated. It is very small and can be compiled into the app without runtime requirements. It has most common functionality you would expect from a toolkit and should work cross platform.

Happy to see this update! Need to experiment and learn more about it soon for my first FLTK app.

22
submitted 1 week ago by thingsiplay@beehaw.org to c/linux@lemmy.ml

I started to learn how to use FLTK in Rust this year, so its fair to assume this update is specifically made for me; its so obvious. FLTK is basically a suckless toolkit for GUIs, with the goal of being small, light and standalone without being complicated. It is very small and can be compiled into the app without runtime requirements. It has most common functionality you would expect from a toolkit and should work cross platform.

Happy to see this update! Need to experiment and learn more about it soon for my first FLTK app.

51

Reddit seems to use Ai to analyze images, so the content can be indexed by the search. In example I searched for my name (which is also used for the my blog) to see if there are recent posts with "thingsiplay", because I saw some spike in the stats. But what I instead found is a screenshot of a comment from me made in YouTube. There is no text attached to the post or title, so it must have analyzed the content, right?

https://www.reddit.com/search/?q=thingsiplay&t=week results in

and the post is

Or did I miss something and I make myself a fool here? Does any other community software or forum do this? Is this covered in their User Agreement?

76
submitted 2 weeks ago by thingsiplay@beehaw.org to c/gaming@beehaw.org

https://www.half-life.com/en/halflife2/20th

Go down to the page and click the gun. Then you can pick up every element on the page, such as graphics and text. Put it in the bin or throw it around; the window wraps on left and right side (like if it is a Portal...). I find this really cool.

13
submitted 2 weeks ago by thingsiplay@beehaw.org to c/linux@lemmy.ml

YouTube: https://youtu.be/ZlZDWeVL2LI

Or watch on Invidious, an alternative YouTube player in the browser for more privacy: https://inv.nadeko.net/watch?v=ZlZDWeVL2LI

Video description:


In this video I will demonstrate how the Linux kernel runs executables by diving into the flow of the execve system call handling.

Information about kernel dev setup: github.com/nir9/welcome GNU Bash: gnu.org/software/bash Documentation about debugging the Linux kernel with GDB: docs.kernel.org/dev-tools/gdb-kernel-debugging.html

57
submitted 3 weeks ago by thingsiplay@beehaw.org to c/gaming@beehaw.org

Invidious, an alternative YouTube client in the browser without using YouTube directly (more private): https://inv.nadeko.net/watch?v=VH_8arwuRz8

Video Description:


This is why I don't download game mods. Another backdoor has been found, this time in a popular modular for City Skylines 2 by paradox games. Checkout what happened in this video.

reddit.com/r/antivirus/comments/1gh4qp0/popular_mod_for_a_game_may_have_been_malicious_no

35

cross-posted from: https://beehaw.org/post/16923010

2024-11-06 by GIMP Team

We are very excited to share the first release candidate for the long-awaited GIMP 3.0! We’ve been hard at work since our last development update to get this ready, and we’re looking forward to everyone finally being able to see the results.

So, what exactly is a “release candidate” (RC)? A release candidate is something that might be ready to be GIMP 3.0, but we want the larger community to test it first and report any problems they find. If user feedback reveals only small and easy to fix bugs, we will solve those problems and issue the result as GIMP 3.0. However, we hope and expect a much larger audience to try out 3.0 RC1 - including many people who have only been using 2.10 up until now. If larger bugs and regressions are uncovered that require more substantial code changes, we may need to publish a second release candidate for further testing.

102
submitted 3 weeks ago by thingsiplay@beehaw.org to c/foss@beehaw.org

2024-11-06 by GIMP Team

We are very excited to share the first release candidate for the long-awaited GIMP 3.0! We’ve been hard at work since our last development update to get this ready, and we’re looking forward to everyone finally being able to see the results.

So, what exactly is a “release candidate” (RC)? A release candidate is something that might be ready to be GIMP 3.0, but we want the larger community to test it first and report any problems they find. If user feedback reveals only small and easy to fix bugs, we will solve those problems and issue the result as GIMP 3.0. However, we hope and expect a much larger audience to try out 3.0 RC1 - including many people who have only been using 2.10 up until now. If larger bugs and regressions are uncovered that require more substantial code changes, we may need to publish a second release candidate for further testing.

10
submitted 3 weeks ago* (last edited 3 weeks ago) by thingsiplay@beehaw.org to c/gaming@beehaw.org

Invidious, an alternative YouTube client in the browser without using YouTube directly (more private): https://inv.nadeko.net/watch?v=h9Z4oGN89MU

I recommend watching or listen this video at x1.4 playback speed. If you can't set the speed to this value, then at least watch at x1.25.

Description:


Graphics Cards can run some of the most incredible video games, but how many calculations do they perform every single second? Well, some of the most advanced graphics perform 36 Trillion calculations or more every single second. But how can a single device manage these tens of trillions of calculations? In this video, we explore the architecture inside the 3090 graphics card and the GA102 GPU chip architecture.

Note: We chose to feature the 30 series of GPUs because, to create accurate 3D models, we had to tear down a 3090 GPU rather destructively. We typically select a slightly older model because we're able to find broken components on eBay. If you're wondering, the 4090 can perform 82.58 trillion calculations a second, and then we're sure the 5090 will be even more.

Table of Contents:

00:00 - How many calculations do Graphics Cards Perform?
02:15 - The Difference between GPUs and CPUs?
04:56 - GPU GA102 Architecture
06:59 - GPU GA102 Manufacturing
08:48 - CUDA Core Design
11:09 - Graphics Cards Components
12:04 - Graphics Memory GDDR6X GDDR7
15:11 - All about Micron
16:51 - Single Instruction Multiple Data Architecture
17:49 - Why GPUs run Video Game Graphics, Object Transformations
20:53 - Thread Architecture
23:31 - Help Branch Education Out!
24:29 - Bitcoin Mining
26:50 - Tensor Cores
27:58 - Outro
6
submitted 3 weeks ago by thingsiplay@beehaw.org to c/gaming@beehaw.org

Game: https://store.steampowered.com/app/346010/Besiege/

An amazing update for a game from 2020 (which was years in Early Access before). It's sort of puzzle game with building mechanics and a physics engine. Now they add a level editor for free! Plus ton of new content and bug fixes off course.


Hello Everyone!

Today we’ve released another major update, focussed around Besiege’s level editor, coupled with some quality of life features/changes. The update adds 120+ new objects (including complex objects for the first time, like the Galleon ship), a new camera mode for better machine tracking in tight spaces, improvements to multiplayer and other improvements & fixes!

Level Editor

The core focus of this update was adding additional objects to the level editor and bringing some of the more complex, heavily requested items to it as well! During this process we felt the object categories could benefit from some reorganisation and we also spent time improving thumbnails to make objects easier to find & understand.

... (lot of stuff) ...

Additional Features

To start with, we’ve got a new option for Besiege’s camera that prevents it from passing through large objects and terrain. This means you can now more easily control your machine near large terrain features, in tight spaces, or even in structures created in the level editor.

... (lot of stuff) ...

1.6 changelogLevel Editor & Multiplayer related

  • 125 New Level Editor objects*
  • changing the size of multiplayer world from 2,000 x 1,750 x 2,000 to 4,000 x 1,500 x 4,000 -- (the slight lowering of the height by 250m was necessary on a technical level to ensure a smooth experience after expanding the floor area by 4 times as much)
  • added water altitude setting to level settings
  • added water type selection to level settings
  • fixed objects that were unable to break (or didn't display correctly for clients) and/or move in Level Editor, even though they had settings for it -- Desert House, Cart, Lyre, Coliseum Column, Arena Column, Gate, Arch, Scaffold, Scaffold Tall, Fence Low, Basket, and more
  • fixed fire on several objects, including wooden ramp objects and certain foliage in level editor
  • fixed newly placed colliseum pieces in level editor to aligning and not be squished
  • fixed density and mass sliders in Level Editor for some objects not assigning values
  • fixed some objects that would not sync correctly for clients becuase they were marked as never moving network side
  • polished all thumbnails in the level editor fixed NPC cannons aiming being framerate and timescale dependent
  • fixed NPCs sometimes spawning weird blood coulds only intended for water maps
  • fixed order of operations of bombs exploding and calling Level Editor events, so that if they respawn themselves on explode they do not stack overflow.
  • Level Editor NPCs can now join to specific objects, i.e. vehicles
  • fixed an issue with respawning machine in Multiplayer where the machines would get stuck mid air
  • fixed being able to scale unscalable objects during placement in level editor
  • changed the layout of the level editor categories
  • fixed when placing certain objects in Level Editor pressing T or holding T didn't scale the object visibly
  • fixed an issue in the level editor where after a transform event we always reassign their physics to default moving, even if they shouldn't have been
  • now displaying in level editor which objects are DLC specific
  • fixing multiplayer spectator not working after TSS was introduced
  • level editor walls' destroy threshold now also modify how easily the break off of adjecent pieces
  • updated level editor scale tool so that when you scale an object multiple times in a row, the numbers actually try and stay on the grid you defined (instead of going from 1.0 -> 0.9 -> 0.72 -> 0.682, it'd go 1.0 -> 0.9 -> 0.8 -> 0.7)
  • added ambience to sandboxes and level editor environments
  • fixed NAT punchthrough fascilitator server trying to connect over and over in a steam environment, as well as outside if it fails it keeps trying forever even if it can never reach the server. This caused lagspikes every 10 seconds when it failed.
  • Limiting Level Editor selection tool selection range from infinity to 1000 to get a better selection of objects, also improving the performance and delay to select or open mapper for said objects.
  • spread out and improved the multiplayer machine loading to avoid as high potential for bad frames, note if you have great framerate and want faster spawning set fps cap to unlimited
  • added selection inverting to level editor
  • fixed using center for selections in level editor aligning with the center of a single object as well
  • fixed intro animation in multiplayer, and attached event on end of animation now plays properly
  • fixed camera focusing on level editor objects staying locked on when switching from simulation to build mode and vice versa.
  • fixed updating center and orientation of level editor tools when switching between the tools
  • fixed keeping level editor on screen on resolution changes
  • fixed not being able to load levels into multiverse that are inside entire uploaded folders of levels (although it's still jank likely)
  • fixed fog in multiplayer not applying correctly to certain objects in barren environment, e.g. explosions and foliage
  • fixed virtual objects in level editor having selection outlines

Block fixes

  • fixed water cannons throwing errors on client side
  • fixed water cannons creating particles on water correctly
  • fixed a problem with water cannons not displaying steam or water particles as accurately to what the server sees
  • improved water cannon performance when they spawn into simulation
  • fixed a centering issue on the source cube
  • fixed a problem with the Machine Mesh Exporter where certain blocks would stop it from exporting correctly
  • fixed error happening from spamming respawning that would result in multiple simulation machines for 1 player and ofc breaking the simulation
  • fixed TSS blocks showing up in searches for people who don't have the expansion installed or active
  • fixing sensor blocks seeing insignias in level editor
  • a very slight optimisation for build surface meshes
  • tried to fix cannons with NaN power crashing the game
  • fixed some rope alignment issues on the harpoon launcher and its harpoon
  • fixed some centering issues on newly placed bombs and grenades
  • fixed errors thrown if a rocket with NaN explosion force explodes upon certain blocks and objects
  • fixed wheels and steering hinges continuing to play audio sometimes after they break
  • fixed a bug with aquatic screw as clients where it would throw errors
  • fixed an issue where having loads of machine inputs would generate garbage and use more RAM than necessary
  • fixed a symmetry tool issue where if you move the block on which the pivot is on while symmetry options are enabled it causes errors, lags and potentially freezes

Splintered Sea

  • added a new island to the seafarers' haven sandbox
  • tried to improve graphics performance on seafarers' haven by limiting geometry on screen
  • fixed an issue where ballasts exiting water would have changed their drag from 0 to 0.2 as their base drag
  • fixed aerodynamic water drag routine not running at all, it accidentally published in a broken state (we'll balance the amount of drag if things have become too aerodynamic)
  • fixed a glitch where for 1 frame camera entering or exiting water would see incorrect visuals
  • improved vram use of water shaders by compressing data slightly for calming
  • in the ocean environment in level editor the spawn zones now match the size of the TSS campaign
  • tried to improve water physics performance by not processing objects that are processable but not currently assigned to.
  • fixed density sliders appearing only for the level editor objects they should

UI and generic

  • added monitor selection to options menu (requires restart after switch)
  • added saturation slider to options menu
  • added UI highlight intensity slider to options menu
  • if no thumbnail exists for a save/load folder it'll try and find a suitable recent thumbnail from one of the machines inside of the folder.
  • added toggle option specifically for water cannon particles spawning ripples and foam on water
  • added the ability to multiply values in values fields by writing * between 2 inputted numbers
  • added toggle for using new camera distance limiting feature
  • now able to limit camera distance to large geometry obscuring the view
  • tried to improve main menu performance a little
  • added more mouse button compatibility (from m1 to m6)
  • updated debug console canvas to scale correctly with height

Modding:

  • added efficient cubemap loading
  • when loading assetbundles to stop mods reusing the same one throwing errors, we attempt to check their content hash against eachother before loading
  • Added ModEntryPoint.Path so modders can find their own resource folders and such
  • added a way to assign cubemaps and related colours to the water planes
  • exposed cannon ammo to mods with a property

*New Level Editor Objects:

  • Desert Windmill
  • Hexagonal Hut
  • Costal Shack
  • Geteld Tent
  • Large Geteld Tent
  • Wooden Stilt Tower
  • Wooden Stilt Platform
  • Wooden Jetty
  • Wood Beam Tower
  • Stone Floor
  • Stone Road
  • Stone Wall
  • Stone Wall Windowed
  • Stone Wall Arch
  • Stone Column
  • Stone Column Arch
  • Stone Column Structure
  • Stone Cube
  • Brick Stairs
  • Brick Ramp
  • Hinged Iron Gate
  • Farm Fence
  • Wooden Table
  • Fish Rack
  • Barrels
  • Wooden Crate
  • Wooden Chest
  • Stone Boulder
  • Gold Nugget
  • Gold Ingot
  • Jewelled Egg
  • Coin Pile
  • Anchor
  • Tentacle Brazier
  • Chained Chest
  • Large Tome
  • Stone Bollard
  • Shipwreck
  • Shipwreck Mast
  • Beacon Post
  • Wooden Crane
  • Knight Statue
  • Railway Track
  • Railway Track Curve
  • Wooden Path
  • Stone Beacon
  • Chain
  • Giant Tuna Skull
  • Anglerfish Skull
  • Sea Beast Skull
  • White Ribcage
  • Giant White Vertibrae
  • Dragon Wing
  • Dragon Skull Bottom
  • Dragon Skull Top
  • Dragon Ribcage (2)
  • Yak Skeleton
  • Mossy Wall
  • Mossy Wall Walkway
  • Mossy Wall Window
  • Mossy Wall Gate
  • Brick Wall Door
  • Underwater Wall
  • Underwater Wall Window
  • Un-plastered Wall (TSS DLC)
  • Plastered Wall (TSS DLC)
  • Plastered Wall Window (TSS DLC)
  • Plastered Wall Doorway (TSS DLC)
  • Cobblestone Wall
  • Cobblestone Wall Supports
  • Cobblestone Wall Window
  • Cobblestone Wall Doorway
  • Desert Wall Window (2,3)
  • Desert Wall Door
  • Stone Pillar
  • Sandstone Pillar
  • Desert Tower Top
  • Beam Banner
  • Hanging Banner
  • Carved Stone Steps
  • Brush Patch
  • Berry Bush
  • Coral
  • Long leafed Seaweed
  • Stalagmite
  • Frigid Rock
  • Scorchmark
  • Basalt Mountains
  • Shark Egg (TSS DLC)
  • Tuna (TSS DLC)
  • White Razortooth (TSS DLC)
  • Squid (TSS DLC)
  • Fisherman
  • Besiege Developer
  • Krolmar Javelin Thrower
  • Frozen Knight
  • Offlander Harpoon Thrower (TSS DLC)
  • Offlander Diver (TSS DLC)
  • Cannon
  • Mortar Cannon
  • Ship Cannon
  • Bronze Cannon
  • Scout Balloon
  • Airship
  • Cannon Airship
  • Desert Airship
  • Fishing Boat (TSS DLC)
  • Sail Boat (TSS DLC)
  • Raiding Boat (TSS DLC)
  • Galleon (TSS DLC)
  • Caravan
  • Spinning Chain
  • Quarter Pipe
  • Textured Quarter Pipe
  • Cylindrical Segment
  • Textured Cylindrical Segment
  • Sloped Quarter Turn
  • Textured Sloped Quarter Turn
  • Sloped Eight Turn
  • Textured Sloped Eight Turn
  • Large Sloped Eight Turn
  • Textured Large Sloped Eight Turn
  • Finish Line Insignia
  • Zero Gravity Zone
  • Joint
view more: next ›

thingsiplay

joined 1 year ago