KindaABigDyl

joined 1 year ago
[–] KindaABigDyl 0 points 3 weeks ago

This response needs more up votes

[–] KindaABigDyl 15 points 3 weeks ago (1 children)

What packaging types are there for Rust? Isn't everything just source-based through cargo?

[–] KindaABigDyl 12 points 4 weeks ago

Rust and Haskell (I think Haskell counts)

[–] KindaABigDyl 1 points 1 month ago* (last edited 1 month ago)

I've been waiting.

I want to use xfce4-panel in Wayland so badly. Wayland bars suck so badly. Xfce4-panel is amazing!

I know it's "finished" in 4.19, but I can't get it to build on NixOS, and the current package, even unstable, is stuck on 4.18 for some reason.

When 4.20 drops that will hopefully get the upgrade

[–] KindaABigDyl 30 points 1 month ago* (last edited 1 month ago) (5 children)

Pantheon desktop from elementaryOS.

You can use it on their distro (Ubuntu based with lots of curated apps) or on its own (you can still get access to their curated apps, just not in the store)

EDIT: Sorry, I misunderstood. You want classic Mac. I'd say get Xfce4 and theme it yourself then.

Here's an example: https://www.reddit.com/r/unixporn/comments/4l9tlp/xfce_another_nine_based_os_9_based_theme/

[–] KindaABigDyl 10 points 1 month ago

I find Rust crates generally have pretty good docs. Docs.rs is a major time saver

[–] KindaABigDyl 14 points 2 months ago

complete dealbreaker issues

.

inability to use 240hz

Opinion disregarded

[–] KindaABigDyl 17 points 2 months ago

More like gaming executives

[–] KindaABigDyl 1 points 2 months ago (1 children)

Not currently, but that was an explicit choice, so it's easy to change

Maybe I should add a flag to allow searching for h files when building C++

[–] KindaABigDyl 4 points 2 months ago

Update: I went ahead and implemented the multithreading

[–] KindaABigDyl 3 points 2 months ago

Update: I went ahead and implemented the multithreading

8
submitted 2 months ago* (last edited 2 months ago) by KindaABigDyl to c/cpp
 

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

[–] KindaABigDyl 1 points 2 months ago

You can build with mingw64 built with msvc and use more or less the same Makefile. As for Xcode... well, there's not really a good reason to support Mac. On principle I wouldn't even try

 
16
submitted 1 year ago* (last edited 1 year ago) by KindaABigDyl to c/godot
 

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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