KindaABigDyl

joined 2 years ago
[–] KindaABigDyl 2 points 19 hours ago* (last edited 18 hours ago)

Well, it's gotta be a tiling system. And a good one. At this point I can't function in a non-tiling environment. Specifically a manual tiler with an auto-tile a la i3 w/ i3-alternating-layout or a dynamic tiler that still let's you break stuff (doesn't really exist).

It's just a better way to use a computer, and I can't go back. It's so much nicer. I would stop using a computer before I go back to dragging windows around.

And that rules out most DEs. It rules out Mac OS and Windows, as well, but at least on Windows I can almost get by with Fancy WM. It's "okay."

And speaking of just getting by, that's Polonium with KDE. KDE is pretty good as an "environment," but it doesn't have a tiler that meets my needs, or at least I thought it didn't until recently. Then I discovered Polonium. It works pretty well. Used it for several months (and still do on one machine). It's very bare bones tho, and is hard to configure the handful of floating windows I do want like popups. So KDE is just scraping by.

GNOME on the other hand has the excellent Pop Shell 2. But well, GNOME is GNOME. It's buggy when you try to use it a different way than intended. God forbid I want Qt, Gtk2, Gtk3, Gtk4, and libadwaita apps to all look nice on my system! It's clunky, but the tiling is excellent at least.

Now you mention XFCE. So what about that? You could use i3 as the WM for Xfce. I used i3 for years and years and years as my WM and know how to build a DE around it. Why not use Xfce + i3?

Well, the thing is X11 is as good as dead, and while XFCE now supports Wayland, you can't use a tiling system with the Wayland version of XFCE.

So what does that leave me?

Nothing. At least for a full on DE, which is what you asked.

There is not a single (pre-made) Desktop Environment that suits my needs. Not a one. Either it doesn't support good tiling, is too rigid, or hasn't switched to Wayland.

My only options are:

  • Roll my own DE built around Hyprland/Sway, and since I'm on nvidia, those aren't fantastic options (albeit Hyprland works a lot better on Nvidia these days), and that's what I'm using.
  • Deal with the slight annoyance of the under-implemented Polonium in KDE

Right now I'm on Hyprland. May go back to KDE bc multi monitor is being weird on Hyprland rn.

My one hope is that COSMIC polishes itself up and gets to its first real release.

[–] KindaABigDyl 2 points 4 days ago

You can put anything in your dialog box

[–] KindaABigDyl 5 points 4 days ago (1 children)

I made a shortcut that's Ctrl + S to save and Ctrl + X to exit, so I don't have to remember it and have now forgotten to make room for more Rust knowledge

[–] KindaABigDyl 6 points 4 days ago (1 children)

So... pure functional programming w/ out state?

[–] KindaABigDyl 2 points 2 weeks ago (5 children)

That’s why kernel anti-cheat is effective

Is it actually effective tho?

[–] KindaABigDyl 8 points 3 weeks ago

Sweet! Now that 4.20 is officially released it's in Nixpkgs. That means xfce4-panel is 4.20 in unstable

Might go back to Hyprland from KDE now that there's a half-decent bar for Wayland compositors!

[–] KindaABigDyl 1 points 3 weeks ago

Sweet! Now that 4.20 is officially released it's in Nixpkgs. That means xfce4-panel is 4.20 in unstable

Might go back to Hyprland from KDE now that there's a half-decent bar for Wayland compositors!

[–] KindaABigDyl 4 points 3 weeks ago* (last edited 3 weeks ago) (3 children)

Yes. The only way to send patches without something like Github is over email. I don't mind all the other stuff, but there's no other way to do PRs than over email, and I hate email. I didn't see that he gave alternatives. His preferred solution was an email

The formal PR button in a forge is a way to do that with one click, but a short email with all the same information is just as good.

Like, dawg, no it aint

[–] KindaABigDyl 6 points 3 weeks ago (5 children)

I wouldn't mind doing a self-hosted git repo and only using cli if I didn't have to also use email to do so.

Seriously the worst part. Email is a technology that should be left in the past. It's just awful. There's no good way to do email.

[–] KindaABigDyl 2 points 4 weeks ago

does represent /ð/ in this romanization, yes.

As for being thou or tu, I'd have to check my design document.

[–] KindaABigDyl 2 points 4 weeks ago (2 children)

I did once make a conlang that was what an Old English-Old French creole would be like.

Here's the Sermon on the mount:

[–] KindaABigDyl 8 points 4 weeks ago (1 children)

Isn't anarchy just against imposed hierarchy? Most anarchists I've met are okay with heirarchies that form naturally, and believe those hierarchies to be enough for society to function, hence why they call themselves anarchists, not minarchists.

8
submitted 7 months ago* (last edited 7 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

 
16
submitted 2 years ago* (last edited 2 years 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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