KindaABigDyl

joined 2 years ago
[–] KindaABigDyl 41 points 1 day ago

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

Proceeds to spit out the exact same output

[–] KindaABigDyl 16 points 2 days ago (2 children)

Don't leave out "nano duckduckgo" and "code brave"

[–] KindaABigDyl 5 points 2 days ago (1 children)

And any project worth their salt will reject it for two reasons:

  1. Unclear message/changes (potentially too many changes at once)
  2. Not signed
[–] KindaABigDyl 1 points 2 days ago* (last edited 2 days ago)

Scrollables are neat. I think Niri or KDE + Karousel might be useful to me. Thanks for the tip

[–] KindaABigDyl 1 points 2 days ago* (last edited 2 days ago) (1 children)

Yeah, I may just go back to Gnome/KDE.

I recently switched OS from NixOS to Arch which is why I wanted to give Hyprland a second try while I was messing with stuff.

I was on KDE before with not a ton of issue, but well, the tiling options on KDE are few and limited, so I wanted to go back and retry a dedicated tiler. I was on i3 and happy for a long time before switching to Wayland (which happened once I could get decent game performance), then I was on Hyprland for a while, then switched around a bit, and then settled on KDE once I discovered Polonium which I could live with.

I'm gonna give GNOME a shot for now, and just try not to tweak it too much (other than Pop Shell)

[–] KindaABigDyl 1 points 2 days ago* (last edited 2 days ago) (1 children)

why can’t I just stop forcing myself to this PITA and just use the mouse faster?

You know that i3 has support for mouse, right? Really good support in fact.

I use the mouse all the time in tiling window managers, not exclusively keyboard shortcuts, especially for well, window management. Win + Right Click and drag to resize and Win + Left Click to move a window into place. However, unlike traditional desktops, when I move the window, it snaps to a reasonable and consistent tiling location instead of just left/right snapping, a random place it can get covered up, or tiled using some awful extraneous system like KDE's tiling system or some of the Windows little GUI popups. I also sometimes use floating windows.

The nice thing about tilers is they can do traditional usage well whereas traditional desktops cannot do tiling well. Heck, dynamic tilers can't even do tiling well.

I often make use of very complex layouts like this:

--------------------------------------
| Win A              | Win B         |
|                    |               |
|                    |---------------|
|--------------------| Win C | Win D |
| Win E              |---------------|
|                    | Win F         |
--------------------------------------

That many windows with different priorities and visible at once is just not possible to do in traditional desktops or even in dynamic tilers like DWM or KDE's Bismuth plugin.

I need something that makes window organization EASY, and that is manual tilers.

I'll have to look into the scrolling compositor. That does sound interesting.

without keeping track and managing 10 virtual desktops

Also, I don't understand what you mean here. I'm very curious to what troubles you had with workspaces.

What is there to manage? Do you not use virtual desktops at all anymore? I use them even in traditional desktops (including Windows).

It's just a place to put more windows when you run out of room on a screen or when doing a different task, what's the difficulty there?

Did you always use all 10? I don't usually need more than 2, and if I do, then I don't usually need more than 4

[–] KindaABigDyl 2 points 2 days ago (7 children)

Also, are you sure you want to use a tiling compositor on a gaming laptop

I can't go back to moving windows around by hand. It's so tedious. I can't stand it anymore. Even on Windows which I use for work I always install FancyWM to achieve some sense of tiling. It's just imo a superior way to use a computer.

That said, GNOME has the fantastic Pop Shell 2 which functions similar to Hyprland or i3, so that's fine on GNOME. Honestly, I'm hopeful for COSMIC and plan to try it out once it gets out of Alpha.

The problem I have with GNOME is I always end up breaking it in a way that I can't restore it. Some extension or GTK theme tweak or something, even when uninstalled, always seems to get it stuck in a bad state. It doesn't like customization. KDE does, but it doesn't have as good tiling support (there's Polonium, which is... okay).

Perhaps I'll try it again tho. I've used GNOME for several months at a time before, but I had problems when switching to Wayland a couple years ago initially (which I'm sure are fixed now).

 

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.

[–] KindaABigDyl 0 points 1 week ago* (last edited 1 week ago)

The modern version of Gtk and its APIs started with the switch to Cairo back in Gtk 2.8 circa 2005. While Gtk 3 and 4 have undoubtedly improved upon Gtk 2, they fundamentally still work in a similar paradigm and still have all the crust of a 20 year old library. Like most old software projects, it has some level of backwards compatibility and deprecates and adds slowly. Gtk is, like, the definition of legacy, and Qt is in a similar boat. They're OLD old.

[–] KindaABigDyl 4 points 1 week ago

I personally turn back on persistent sessions and history

I did as well.

My point is just that it makes sense to be the default in that browser given its inclination towards privacy.

[–] KindaABigDyl -4 points 1 week ago

just philosophically it should be kinda evident that over-concentration on one corporate controlled rendering engine isn’t a good thing

Totally with you on that point.

However, I feel now that Gecko has already lost. I was a long-time FF and later Librewolf user, but Websites don't care to support FF as much, so I'd have important sites break. I'd have to have a Chromium-based backup anyway.

So I've now given up on that from. I have no real choice but to use Blink in some capacity.

[–] KindaABigDyl 2 points 1 week ago

Right. So perhaps Librewolf isn't a good choice for Zorin OS

[–] KindaABigDyl -4 points 1 week ago

Could it have been because of Librewolf?

Some issues definitiely were, but I also noticed issues when going back to regular Firefox and on Firefox mobile and Mull (which is sorta like Librewolf principles but for FF Mobile).

it was mainly because Google could afford to implement new standards faster than Mozilla could

I think that's exactly what happens.

It definitely wasn't Firefox's fault for the compat issues.

Websites would work for months, and then one day only work in Chromium browsers. Sometimes they'd come back. Sometimes only parts would fail. Sometimes they'd never come back. These sites were changing things and breaking Gecko compatibility, but never Blink compatibility. I'd try turning off all the privacy settings, disabling ad blockers and extensions too, but nothing could fix it except using a Blink browser.

So I don't blame Firefox/Librewolf for this, but it also means I suddenly couldn't, say, access my loan payment as an example in Firefox. That's one that broke. I need that to work. It works in Chrome, but not in FF (actually I think it came back to working in FF eventually)

I was always having to have 2 browsers installed, Firefox-based for most things and a Chromium-based backup.

One day I realize that it doesn't make sense to use a FF-based browser, since if I have to have a Chromium-based backup anyway, I might as well just use a Chromium browser. I didn't want to use a it, I'm generally against it Blink, but I feel that Gecko has already lost the war. I have no choice. FF is not long for this world

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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