[-] KindaABigDyl@programming.dev 1 points 22 hours ago

Nah download AppImage and put in ~/Applicaitons

[-] KindaABigDyl@programming.dev 60 points 3 weeks ago

I wonder how many Arch haters have actually used Arch and ever ran into a breaking issue.

In my 8 years of daily driving Arch, I have had 1 ever, and it was only bad bc I didn't know of BTRFS yet.

That happened 3 years in, and I went on a new distro-hopping spree in between, trying Fedora, NixOS, and others, and they had actual problems. Not "oh an update broke my system and was fixed in a day."

So now I've been back on Arch for more years.

This whole "Arch is always breaking and takes so much maintenance" is a myth. In reality, Arch is the most stable, because it packages everything Vanilla. Everything works the "standard" way. On Debian, things decay, and then some stuff that's new breaks with some stuff that's old. On Fedora, there is a Red-Hat tax: configs in weird places, strange scripts, software missing from main repos (COPR sucks btw). On Arch, it's just "normal" Linux; and that works

[-] KindaABigDyl@programming.dev 49 points 1 month ago

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 103 points 1 month ago* (last edited 1 month ago)

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
[-] KindaABigDyl@programming.dev 51 points 5 months ago* (last edited 5 months ago)

I did it once

Used it for a month

Compilation never got faster

Miserable experience updating or installing new software

Never trying it again

Just use minimal binary distros like Arch

Or if you really want the control of Gentoo use Nix; it's just a better system for that since almost everything you need is prebuilt as well

[-] KindaABigDyl@programming.dev 60 points 6 months ago

Maybe if more projects add things like this it will keep them from having to get rid of bug bounties.

[-] KindaABigDyl@programming.dev 61 points 1 year ago

More like the cooler cooler RHEL, the cooler RHEL, and RHEL

[-] KindaABigDyl@programming.dev 167 points 1 year ago

Having bunch of plugins built-in is not any better than having a bunch of plugins

[-] KindaABigDyl@programming.dev 186 points 1 year ago
typedef struct {
    bool a: 1;
    bool b: 1;
    bool c: 1;
    bool d: 1;
    bool e: 1;
    bool f: 1;
    bool g: 1;
    bool h: 1;
} __attribute__((__packed__)) not_if_you_have_enough_booleans_t;
[-] KindaABigDyl@programming.dev 43 points 1 year ago

"I will revise that part to reflect the correct approach."

Proceeds to spit out the exact same output

31

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.

8
submitted 2 years ago* (last edited 2 years ago) by KindaABigDyl@programming.dev to c/cpp@programming.dev

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

9

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

110
[-] KindaABigDyl@programming.dev 64 points 2 years ago

LibreOffice is the superior IDE for Delphi

16
submitted 3 years ago* (last edited 3 years ago) by KindaABigDyl@programming.dev to c/godot@programming.dev

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.

6
9

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.

[-] KindaABigDyl@programming.dev 58 points 3 years ago

It could be the devs just like programming in Rust. It's a nice language lol

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KindaABigDyl

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