- 327 Posts
- 400 Comments
Shatur@lemmy.mlto
Centurii chan@sh.itjust.works•I upgraded to windows 11 by accidentally pressing spacebar on startupEnglish
2·1 month agoYeah, Valve made gaming on Linux almost seamless. A few years ago I couldn’t imagine that I will be able to run almost any game on Steam without tweaks.
Shatur@lemmy.mlto
Centurii chan@sh.itjust.works•I upgraded to windows 11 by accidentally pressing spacebar on startupEnglish
11·1 month agoI think some applications and drivers might have issues with Win10 after a few years.
Ah, you are right, I installed Element from the Google store (using Aurora).
But Mastodon is from F-Droid and it uses Google notification service, I just checked.
I think Mastodon and Element use Google’s push notification service.
I have microG installed, and both apps show up as registered for cloud messaging.
It’s unfortunate, but I think it was mostly capitalists and nazis.
Shatur@lemmy.mlto
RetroGaming@lemmy.world•The AYN Thor is looking like the perfect way to emulate dual-screen gamesEnglish
3·2 months agoI bought one. It’s great, I love it 🙂
Same problem 😢 Will play in MPV in the meantime. Luckily, there aren’t many HDR videos on YouTube.
BTW, if you aren’t on Nvidia, you can remove
ENABLE_HDR_WSI=1. It’s for https://github.com/Zamundaaa/VK_hdr_layer which is not needed if you have recent Mesa drivers.Thanks for the help!
Strange that enabling hdr on a clean profile doesn’t work for me 🤔
Maybe it’s because I use Nvidia. I regret this choice every day.
Yep, it works in Chromium. And I checked
media.prefer-non-ffvpxjust in case.
I’m glad it worked :)
As for Firefox, a new profile was the first thing I tried, but I always get the same result… What did you change in the new profile to make it work?
I just managed to get Cyberpunk with HDR working. I downloaded Protonup-Qt, installed GE-Proton10-25, selected it in Steam and added
PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_HDR=1 ENABLE_HDR_WSI=1I downloaded firefox 144
Hmm… It’s still washed out for me If I downgrade it.
Shatur@lemmy.mlOPto
Asklemmy@lemmy.ml•Anyone knows a gadget similar to 8BitDo Micro, but for a mouse?
6·2 months agoAh, right, I can buy a mini keyboard with a touchpad! Looks like just what I need, thank you a lot!
Shatur@lemmy.mlto
news@lemmings.world•'The threat was constant' — Russian drone flew over Angelina Jolie during her Ukraine tripEnglish
53·2 months agoStrange that most news about her don’t mention her driver being arrested and drafted into the army.
Shatur@lemmy.mlto
Lemmy@lemmy.ml•How to crosspost Reddit posts I like to Lemmy automatically?English
6·3 months agoI don’t think it’s technically possible. But I think there are instances that mirror specific subreddits via bots.
Shatur@lemmy.mlto
Comic Strips@lemmy.world•Fully Invested - Tales from the House of Stone
2·4 months agoLove the drawing style!
Shatur@lemmy.mlto
RetroGaming@lemmy.world•What if Crash Bandicoot and Mario World had a baby? Wonder no longer with this new romhackEnglish
4·4 months agoThis guy makes great romhacks!
Shatur@lemmy.mlto
Memes@lemmy.ml•Amerikkka land of the jailed (But China is defo AuThOrITarIAn!!)
88·5 months agoWe are not all like this. I think this meme is stupid too.
Shatur@lemmy.mlOPMto
Project Harmonia@lemmy.ml•Update on the project, looking for opinions
2·5 months agoAs a matter of fact, I did!
Godot was even my first choice originally. It’s compact, FOSS, and easy to use. I had a good experience with it and even contributed a few times. But I didn’t end up using it:
- It’s not ECS-based. They even have an article explaining why. But for a game like this, we need to process a lot of objects to simulate a city (I want cities to be similar to Sims 3), so we benefit from a data-driven approach. Also after actually using ECS, I think I disagree with some points from the article: I found ECS much more natural to work with.
- It’s not very extensible. Even with GDExtension (a low-level C API), in order to integrate a C or C++ library I have to adapt it. It’s so much more seamless with Rust.
- GDScript is easy to use and well-integrated, but slow. C# is faster, but the support is worse and I don’t like the language 😅 There also bindings for other languages via GDExtension. Even their C++ API are implemented this way: C++ engine code wrapped into C and then wrapped again into C++. But working with bindings is never the best API experience. Also, after using Bevy for a while, I really appreciated that when something goes wrong, I can directly jump into the engine code and see what’s happening. I’m, of course, planning to provide a scripting API, but using the same language for writing the core stuff is so convenient. I’m basically writing an engine for an engine 🙂
- I disagree with some of the developers choices. For example, I dislike how they parse the CLI in main.cpp - it’s just messy. A long time ago, I implemented a CLI parser in C++ with a GDScript API for users and suggested reusing it in the engine, but they didn’t end up merging it and said that the current state was fine.
I also considered Unreal Engine. It’s highly optimized, packed with features, and provides tools for massive simulations. But I also didn’t end up using it:
- It’s incredibly heavy. Compiling it from source takes hours.
- Linux support is not great. The editor runs, but poorly. All the Unreal games I know are available only for Windows. Almost all developers also use Windows.
- The main language is C++, which matches the engine language, but iteration times are awful due to the engine size. It’s game development workflow clearly designed around Blueprints. They’re convenient to use but hard to refactor, and they’re stored in binary format because the engine is designed to use with Perforce VCS. I prefer Git, and even a small change in a Blueprint results in a full file replacement.
- They don’t allow you to license your game under a copyleft license, which is the kind of license I’d like to use for my project.
Don’t get me wrong - both mentioned engines are great. I just didn’t mentioned all their advantages and all disadvantages of Bevy. But for this specific project, I found Bevy to be a better fit 🙂
Shatur@lemmy.mlOPto
Open Source@lemmy.ml•Changing direction for my lifesim game, looking for opinions
1·6 months agoAll the mentioned repositories are located at https://github.com/projectharmonia. The game repository with my previous attempt is at https://github.com/projectharmonia/project_harmonia, which I plan to move to a separate archived branch since I’ll start from scratch. As I mentioned in the post, I’m currently finishing the remaining work on the crates I’ll need for the game while waiting for Bevy 0.17 🙂 The name “Project Harmonia” was just a placeholder; I’ll be renaming both the game repository and the organization to “Simgine” today.
Yes, being able to work on it full time would be a dream! Right now, I work on it in my free time after my full-time job, but I want to write an MVP first before considering any fundraising.
Shatur@lemmy.mlOPto
Open Source@lemmy.ml•Changing direction for my lifesim game, looking for opinions
1·6 months agoYeah, I’ll definitely try to scale it down as much as possible!
Right now I considering using a mesh with morphs just to provide a proper API for character customization. I don’t expect this particular part to be that hard. The mentioned MakeHuman is FOSS, so I could use it as a reference.
I also don’t think it will be incredibly generic. It’ll be focused on life simulation, so it wouldn’t be a good choice for something like an RPG. This lets me scale the project down even further — and a narrower API will be simpler as well.















I think for a large project Rust should be easier to manage in the long run.