KindaABigDyl

joined 1 year ago
[–] [email protected] 1 points 3 days ago

You can build with mingw64 built with msvc and use more or less the same Makefile. As for Xcode... well, there's not really a good reason to support Mac. On principle I wouldn't even try

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

How the heck does a Makefile not scale??? That's all it does!

[–] [email protected] 28 points 1 week ago (10 children)

Life is and will always be better writing your own Makefiles. It's literally so easy. I do not get the distaste. Cmake is arcane magic. Bazel is practically written in runes. Makefile is a just a glorified build script, but where you don't have to use a bunch of if statements to avoid building everything each time.

[–] [email protected] 16 points 1 week ago (2 children)

And yeah I know about NixOS but I like to distro hop and experiment

If you know about NixOS, then you probably know this, but Nix, the package manager/the language behind NixOS, is cross-platform.

I daily drive NixOS, but I also use Nix (and home-manager) on my Fedora music laptop, my Ubuntu home file-server, and my work Windows machine (WSL) to install and configure neovim automatically instead of copying a config, installing all the packages, and running check health over and over again until everything is set up.

I just copy my neovim.nix file over (also other things like zsh.nix) and run home-manager switch

You don't have to use NixOS to take advantage of its benefits.

[–] [email protected] 5 points 1 week ago

Ext4 bc of its speed for games and my main files. Btrfs on the root for compression

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

It's a bit more than iced as they've created a library on top of it, esp for the theming they desire

[–] [email protected] 4 points 2 weeks ago

Build a project. Learn how to do each step by searching the internet. It's quite literally that easy.

[–] [email protected] 23 points 2 weeks ago

For C++, yes. But "reference" is just a way of using the pointer when it comes to C

[–] [email protected] 5 points 2 weeks ago* (last edited 2 weeks ago)

You can use VS Code and Vim/Neovim for any language, as well as document writing and basic text editing. Just search for Go plugins

It shouldn't be hard to use either. If it is, you're doing something wrong probably

[–] [email protected] 18 points 3 weeks ago* (last edited 3 weeks ago)

In case you're interested, the language is a derivative of an esolang I made called NaBD. The idea was a Turing tarpit but for functional languages. What's the minimal I could get by with and still feel like a real language? (And no, not just lambda calculus; needed a real implementation)

I realized this sort of stripped-down functional language would make a great basis for a graphical programming language, something I've wanted to make for a while, so I set out to refine and remake it into just that.

That's why the syntax is a little bizarre, bc it mimics the flow of graphical blocks. It also is very simple. Every function has one input and one output with no first class funcs/currying. It's also statically typed.

Here's a truth-machine (doesn't work yet bc I haven't implemented some of the standard functions; it does parse and type check tho at least):

truth_mach :: Num -> Num =
    { inp -> bool,
        1 -> str -> print -> truth_mach,
        0 -> str -> print } -> if.
main :: <<Char>> -> Num = read -> parse -> truth_mach.

It will also support the C ABI via extern_c name_of_lib : name_of_function :: Type -> Type. This is not implemented yet either.

 
[–] [email protected] 2 points 4 weeks ago

ctrl + x => :wqa

ctrl + s => :w

[–] [email protected] 14 points 1 month ago (2 children)

Just switched to LibreWolf/Mull + KeePassXC/KeePass2Android

 

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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