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scherzog

@scherzog@mastodon.gamedev.place

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hailey, to random
@hailey@hails.org avatar

bicycles are the linux of getting around

scherzog,
@scherzog@mastodon.gamedev.place avatar

@whitequark @hailey That's where assistive technology comes in, which - like e-bikes - is not as well accounted for as it should.

scherzog,
@scherzog@mastodon.gamedev.place avatar

@whitequark @hailey Huh, interesting. That certainly is a dealbreaker.

whitequark, to random
@whitequark@mastodon.social avatar

i have an idea: Windows, but you take every DLL and merge it into one giant PE file

scherzog,
@scherzog@mastodon.gamedev.place avatar

@whitequark Pretty sure people will accuse you of having rewritten it in rust due to the file size at that point

aeva, (edited ) to random
@aeva@mastodon.gamedev.place avatar

what does the word "procgen" mean to you

scherzog,
@scherzog@mastodon.gamedev.place avatar

@aeva Okay but now you got me interested in proc rock

eclectech, to random
@eclectech@things.uk avatar

Just cleared out my folder of in-progress files as they had all languished there for too long and obviously weren't meant to be. I'm left with a photo of a lemur that I thought looked boopable and NOTHING else 😮

scherzog,
@scherzog@mastodon.gamedev.place avatar

@eclectech @greenpete For 2D animation there are at least OpenToonz and Krita

scherzog,
@scherzog@mastodon.gamedev.place avatar

@eclectech @greenpete If you specifically want something comparable to Flash, Godot with a 2D template is also worth a look.

scherzog,
@scherzog@mastodon.gamedev.place avatar

@eclectech @greenpete I am not aware of such a possibility, but I imagine it would not be too difficult to write a tool that reads them and generates a Godot scene to match, depending on the set of features you need to get across.

ActionScript to GDScript conversion is trickier but also possible if you wanted to really avoid doing that by hand.

djlink, to random
@djlink@mastodon.gamedev.place avatar

desktop OS are still terrible at cleaning up leftovers of uninstalled software, there's just way too many places apps have permissions to write into I guess. always a bunch of time to track and delete them.

scherzog,
@scherzog@mastodon.gamedev.place avatar

@djlink Garbage collection of old stuff is my favourite part of NixOS. Sadly does not cover dotfiles yet...

aeva, to NixOS
@aeva@mastodon.gamedev.place avatar

I don't actually have time today to work on any side projects, but I thought I'd run through the basic setup steps for MonoGame aaaand

./bin/Debug/net6.0/MyGame
bash: ./bin/Debug/net6.0/MyGame: cannot execute: required file not found

... which required file ._. ???

I think this sort of thing means it tried to dynamically link something and failed. I run into this whenever I try to run loose builds of Linux games on , but idk what to do about it.

scherzog,
@scherzog@mastodon.gamedev.place avatar

@aeva It's amazing how bad the experience with runtime linker errors is on NixOS given that they happen with literally every prebuilt binary. In this case I would usually start by dropping myself into a basic dev shell: 'nix-shell -p stdenv'

scherzog,
@scherzog@mastodon.gamedev.place avatar

@aeva Does running with 'LD_DEBUG=libs' yield anything useful?

scherzog,
@scherzog@mastodon.gamedev.place avatar

@aeva 1. Was that wrong dotnet perhaps referring to an old ld.so that had been garbage collected? (and your executable invoking that as its interpreter akin to an incorrect shebang in say, a python file) 2. is the one that should be easy to figure out with ldd and LD_DEBUG=libs

whitequark, to random
@whitequark@mastodon.social avatar

i recently got a new toy! it's a (civilian) miniature drone helicopter directly inspired by the (military) flir black hornet drone helicopter

it doesn't have a FLIR sensor but otherwise seems (from declared characteristics) very similar in design and handling. also it costs $100 instead of $100,000

scherzog,
@scherzog@mastodon.gamedev.place avatar

@whitequark Oh, that does look cute. Is there info on programmability?

aeva, to random
@aeva@mastodon.gamedev.place avatar

fascinating. the Ocarina of Time PC port has an option to speed up how long it takes for king zora to scoot out of the way, but it lacks an option to slow it down

scherzog,
@scherzog@mastodon.gamedev.place avatar

@aeva We have the technology. We can fix him!

aeva, to NixOS
@aeva@mastodon.gamedev.place avatar

huuuuuh does linux still require feeble boot passwords typed with meat hands for full disk encryption, or can I use my laptop's secure boot TPM thing somehow? What's the state of the art for hiding your porn^H^H^H^H proprietary trade secrets on ?

scherzog,
@scherzog@mastodon.gamedev.place avatar

@aeva Not sure about TPM but looks like there are options for Yubikeys and FIDO2 keys in the LUKS NixOS module, including an option called "passwordless".

aeva, to NixOS
@aeva@mastodon.gamedev.place avatar

psst all you beautiful people who run I wanna play some games where all the games at 🥺

(this is a request for game recommendations that are available in the nix package manager)

scherzog,
@scherzog@mastodon.gamedev.place avatar

@aeva superTux! shattered-pixel-dungeon is also pretty fun. And the whole host of older roguelikes (nethack, crawl) in ncurses and graphical variations. osu-lazer is also packaged if that is your jam.

gfxstrand, to random
@gfxstrand@mastodon.gamedev.place avatar

I seriously don't know how anyone reads the C spec. I write specs for a living and I can't parse that thing.

scherzog,
@scherzog@mastodon.gamedev.place avatar
eoinoneill, to technology
@eoinoneill@mastodon.gamedev.place avatar

It's a tiny bit annoying to share files between a linux host to a windows guest.

Right now, I have a firewall-protected samba server that can only be connected to from my VM to share files but I don't love this. When I tried webdav sharing via spice, though, the performance was too slow and a bit annoying to work around.

I'm almost tempted to just use syncthing and forget about the file redundancy. Thoughts fediverse?

scherzog,
@scherzog@mastodon.gamedev.place avatar

@eoinoneill With syncthing you'd have independent copies in the VM and on the host, no? Not sure what redundancy you mean there.

scherzog,
@scherzog@mastodon.gamedev.place avatar

@eoinoneill I wonder if there is sshfs for windows so you could connect from the VM to the host instead...

aeva, to random
@aeva@mastodon.gamedev.place avatar

omg it's here :O

scherzog,
@scherzog@mastodon.gamedev.place avatar

@aeva I vaguely remember reading about GNOME being the default desktop in the NixOS live image because KDE did not have some feature in time for a package freeze deadline some years ago. Hilariously enough, I most of the active people I've talked to seem to be using KDE on their NixOS setups these days.

scherzog,
@scherzog@mastodon.gamedev.place avatar

@aeva @viraptor The NixOS approach is to run nix-shell -p cmake pkg-config sdl2 clang which drops you in a shell that has the given packages in PATH and from there your usual cmake workflow should Just Work. If you are missing tools, exit that shell and recreate it with said tools added to the list.

Further down the line you'd usually create a shell.nix or flake.nix to describe the build environment declaratively so you don't have to list all the packages every time.

scherzog,
@scherzog@mastodon.gamedev.place avatar

@aeva @viraptor Hmm... does it work if you add the "stdenv" package? That is essentially the equivalent of what debian used to call "build-essential". I think it at least used to be present in nix-shell by default though...

sako, to random
@sako@mastodon.gamedev.place avatar

I think BSOD should mean "beautiful screen of death" and instead of showing a blue screen, the background should be an image of beautiful scenery or something to compensate for the pain of your computer crashing

scherzog,
@scherzog@mastodon.gamedev.place avatar

@sako I'm thinking some medieval Memento Mori style artwork

djlink, to random
@djlink@mastodon.gamedev.place avatar

finished migrating my engine from SDL2 to SDL3, already boots in-game, there's several hacks/defines because I can still compile with SDL2. will keep these around while phasing out SDL2. It's not pretty but it works, later on I can just full replace old functions. So far so good

image/png

scherzog,
@scherzog@mastodon.gamedev.place avatar

@djlink The way I read it, SDL_DisplayID seems to be an opaque identifier rather than an index, and 0 is mentioned in the migration guide to signify an invalid handle.

I guess this lets you hold on to a display id and have it refer to the same thing even if the monitor is unplugged & replugged? It seems to be a typedef of uint32_t, but I would not expect display IDs to necessarily be consecutive numbers (or have any other meaning for that matter).

scherzog,
@scherzog@mastodon.gamedev.place avatar

@djlink Querying fullscreen display modes looks actually more straightforward than before?

gamingonlinux, to gamedev
@gamingonlinux@mastodon.social avatar
scherzog,
@scherzog@mastodon.gamedev.place avatar

@djlink @gamingonlinux Decently big, considering that most big desktop environments are Wayland by default now. And X11 games via Xwayland have had trouble among other things with detecting the full screen resolution correctly in multi-screen setups, leading to awful perf as the game tries to render in 8K for no good reason. DPI scaling is also hit or (mostly, in my experience) miss with X11 while my experience on Wayland has been flawless in that regard.

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