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 😮
@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.
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.
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 #NixOS, but idk what to do about it.
@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'
@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
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
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
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 #NixOS?
@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 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.
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.
@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.
@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.
@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...
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
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
@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).
@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.