Hundun

joined 1 year ago
[–] [email protected] 3 points 1 week ago* (last edited 1 week ago)

Long time i3 user, recently switched to Hyprland+Wayland. I just don't like mice, don't enjoy using them, and I find the snappiness and responsiveness of keyboard-centric workflows very fun and enjoyable.

I am a software developer, and I am very impatient when it comes to my tools: I like my feedback cycles and interactions to be as tight as possible. This limited study from 2015 showed that developers, on average, spend ~26% of their productive time on stuff that is not related to either code editing or comprehension, including 14% spent on UI interactions. Tiling window manager allows me to streamline most of these interactions through hotkey bindings and shell automation, >!so I prefer spending literal months polishing my dotfiles instead!<

[–] [email protected] 1 points 1 week ago
  1. Sometimes
  2. Sometimes
  3. Both
[–] [email protected] 3 points 1 month ago* (last edited 1 month ago)

"My source is that I MADE IT THE FUCK UP"

  • President of the USA (probably in a videogame)
[–] [email protected] 1 points 1 month ago

If I can afford it, I buy a freshly-baked baguette and eat it with a glass of whole milk.

[–] [email protected] 2 points 1 month ago (1 children)

Hyper Light Drifter in my opinion is a perfect synergy of beautiful soundtrack, ambiance design, atmosphere and gorgeous pixel art. I wish I had enough artistic aptitude to pull something like that off.

[–] [email protected] 2 points 1 month ago (1 children)

I have for a bit, decided to stick to MD because of its accessibility to my non-tech collaborators, it is easier for them to install Obsidian, and MD is very well-known.

Aside from that, I am planning to use Pandoc to process my sources into other deliverables: web pages, PDFs etc. I am myself still learning this ecosystem, and markdown (in my experience) just enjoys more visibility.

Truth be told, I did not have any exposure to Org Mode prior to looking it up for knowledge management, so all of the above might be my "little duck" brain speaking.

[–] [email protected] 12 points 1 month ago* (last edited 1 month ago) (3 children)

Bevy, specifically because it is an ecosystem of libraries. I tried UE3/4, Unity and Godot, and I've always found the complexity of tooling and amounts of options available completely overwhelming. Not to mention, that most of these tools and options funnel the developer into very specific and opinionated ways of doing things.

By contrast, Bevy is just a Rust crate, and it is modular - I can connect only those plugins and functions I really need. If I am ever confused by some function, or a type, I just press "gd" and my nvim will show the definition of this function or type - it feels refreshingly simple and seamless in comparison with the enormity and complexity of Unreal or Unity. At any point in time I am staring at my code, I only see things that are relevant to the problem, and nothing else.

I can bring my own tooling (editors, analysis tools, asset pipelines etc.), projects are easy to build and automate, - it is pure bliss.

The absence of an editor allows me to hook up whatever I want: LDTK, Trenchbroom, even Unity could be used as a scene editor. There is virtually no vendor lock-in with dependencies either. Don't like Rapier as your physics engine - easy-peasy, you can use Avian, or something else, or something custom, or nothing at all. Don't like Bevy UI - no worries, there is Egui, multiple integrations with other UI frameworks, you can even use Typst layouts for your menus if you so desire.

Right now I am working on a literate game with a friend: our sources are markdown files with bits of code in them. Our automation compiles markdown to Rust sources and then builds the game, potentially along with the devlogs and some other auxiliary artifacts.

My non-technical partner contributes to the repo freely, treating it as an Obsidian vault, - in our team there is no distinction between technical writing and development, our game design document and source code are literally the same thing. This approach has removed loads of roadblocks and allows us to safely and controllably accumulate knowledge, before distilling it into a working game.

It wasn't trivial to set up, but it wasn't overly complicated either - good luck replicating this set up with Unity or Unreal though.

[–] [email protected] 3 points 1 month ago

Uncharted, especially the final installment. On normal and higher difficulty dealing with the enemies becomes a bit of a chore: they force you to hide a lot, as well as waste entire clips of ammo on a single guy. On easy the game becomes forgiving enough food you too start pulling off cool stunts: swinging on ropes, shooting during a climb/jump, etc.

It's just more fun on easy.

[–] [email protected] 1 points 2 months ago

Thanks, but it wasn't so bad. I have learned exactly two things from that conversation: 1 - one can brake a dick 2 - some injuries have fascinating stories attached to them

Overall, I wouldl rate this experience 8.5/10 - very enlightening and only mildly inappropriate.

Sausage was fine.

[–] [email protected] 7 points 2 months ago* (last edited 2 months ago) (3 children)

I grew up in a family of medical doctors, it came with its own set of similar challenges. Every problem discussion always revolved exclusively around solutions or practical harm reduction. I suspect God forbade the doctors from talking just for emotional support.

Every problem I ever had (completely normal ones included) was medicalized and pathologized, neatly classified and wrapped in a set of actionable instructions: "this is how you get better, this is how you allow it to get worse".

I still remember coming home from school and sitting down at the dining table, eating my sausages with buckweed, while my dad, mom and older sister discuss methods and techniques to install a urethral catheter in a person with a broken phallus.

It wasn't good or bad, it was just weird I guess. Hey, at least I am not scared of blood/trauma/desease, and in a some cases I believe it allowed me to stomach helping people in need, when other people would turn away out of disgust or disturbance.

[–] [email protected] 34 points 2 months ago (9 children)

Outer Wilds, if you haven't played already. Obligatory warning to avoid spoilers like your life depends on it, go in completely blind if possible.

[–] [email protected] 1 points 2 months ago* (last edited 2 months ago)

My first encounter with Linux was in 2007, I installed Kubuntu Gutsy Gibbon on my dad's computer out of curiosity - I was intrigued by a notion of free OS you can deeply customize.

I have spent countless hours fiddling with the system, mostly ricing (Compiz Fusion totally blew my mind) and checking out FOSS games.

Decades later I switched to Linux full-time. After 12 years of daily driving OS X and working as a developer, I wanted a customizable and lean OS that is easy to maintain and control. Chose Arch, then Nix, havent looked back ever since.

2
submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 

Hello, gorgeous community!

My friend, a generally non-technical person is looking for a good gaming distro. He has been daily driving Windows and OS X before, his main motivation for switching Linux is to streamline his contributions to a game development project we have, that is largely Linux-based (we use Nix for dev environments and build automation).

The only Linux distro I've ever used for gaming is SteamOS, and all my other experience is in the Nix/Arch domain, so I am not sure what to recommend to my friend.

As I mentioned, the only hard requirement we have is a possibility to sustainably use Nix package manager with experimental functions (command, flakes), - and I am willing to help my friend setting it all up. But I also would like him to be able to use the OS for gaming whilst experiencing only the expected and acceptable amounts of pain.

So far we have Nobara and Chimera on our radar. Is there something you can recommend? Any advice in general would be helpful, thanks in advance!

38
submitted 9 months ago* (last edited 9 months ago) by [email protected] to c/[email protected]
 

Here is the story: I decided to buy a good and expensive controller for my PC for the first time, after 3 decades of using stock dualshocks and cheap knock-off brands. Googled "best controller for PC", found a lot about elite series 2 controllers. Got excited about it (primarily the back-grip buttons and adjustable stick tightness), bought it.

After a month of playing Binding of Isaac I have decided to play some Doom Eternal to learn the hot new aiming technique - flick stick. Only to realize that this elite controller, that costs 130€ for the base kit, in current year, comes WITHOUT the gyro.

I honestly wish at least one of 5 reviews I watched and read mentioned this detail.

Is there any accessory I can acquire to get gyro, or would I have better luck returning the controller and buying something else?

Edit: I actually like everything else about the device, and not having the gyro is not exactly the deal breaker, but c'mon people

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