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miniupuchaty
searching Neon…
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1.
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by
miniupuchaty
8mo ago
I'm writing this on my old 2014 acer aspire. Currently gnome-shell is taking 135MB of ram, with other gdm/gnome related background services ranging in 700KB-3.2MB each to like 20MB together. And it's as snappy as my sway conf
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miniupuchaty
2y ago
While OpenGl vs D3D11 I would agree I don't find D3D12 vs Vulkan difference to be that big. What are the parts that you consider objectively better in D3D12 compared to Vulkan?
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by
miniupuchaty
2y ago
It's mostly on us, the developers. Vulkan is fully supported on windows. I would say that if you want to have multi-platform support just use Vulkan. Covers most of the platforms(especially if you include MoltenVK)[0]. Though, for game
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by
miniupuchaty
2y ago
I think saying that DX was first so it's Vulkan that was reinventing the wheel is incorrect with historical context. AMD and DICE developed a prototype API called Mantle. Which is what both DX and Vulkan are based on. Both Vulkan(glNex
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by
miniupuchaty
2y ago
I would guess that if DX didn't exist the iteration on VK side would just be faster. Through extensions, like you've mentioned. In the end it might have even speed up the adoption of such features. Currently if you have a multipla
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by
miniupuchaty
2y ago
But are you saying that compared to DX or just in general? We're talking here about potential DX replacement, not about design in general and the bulk of it is very similar for both APIs. There are some small quirks from Vulkan being m
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by
miniupuchaty
2y ago
Not if you add Poland to the graph. Really surprised by this as a Pole.
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miniupuchaty
2y ago
I think for Gamedev windows is mostly good just because that's where most of your players are. Tooling was historically also better from a GUI perspective. With nicer to-use debuggers. Now on Linux you can use Jetbrains products if you
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miniupuchaty
2y ago
I really like the redesign! I was dissapointed they've changed it back for me. Comments don't need space that wide, they work better on the side, where they gain additional vertical space.
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by
miniupuchaty
2y ago
Raytracing builds look surprisingly good! Meshes well with the artstyle.
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by
miniupuchaty
2y ago
I understood that they'll release the source for the decompiled project, so you can build it yourself or compare hashes. Of course it would be a lot easier to hide malicious code in such a decompiled mess of symbols.
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miniupuchaty
2y ago
I like using Gnome but can see here how developers from other apps/ecosystems have problems with them. They were too defensive, in the end it seems they came around but there was no need for this counter-blaming.
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by
miniupuchaty
2y ago
It's not ideal for me yet. I've had some problems with DAP. The DAP servers I've checked were a bit unstable and slow. For now I'm using gdb with nvim-gdb https://github.com/sakhnik/nvim-gdb Very re
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miniupuchaty
2y ago
Can you share your checklist for this show set-up? :)
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by
miniupuchaty
2y ago
It is like you say, mostly compiler/toolset/ecosystem, all 3. While staying in the same ecosystem you can split your application into smaller crates, which many are doing. It's just not that ergonomic.
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by
miniupuchaty
3y ago
If you're fine with dropping safety you can just make a wrapper around a raw pointer. I wouldn't do it in public library but if it's fine for your cpp code then it's fine for your rust code. You can always drop to the &q
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miniupuchaty
3y ago
It's pretty good. Epic added it as part of Unreal Engine to replace their previous hot reload system, which was more similar to the alternatives that people are mentioning here. That previous hot-reload didn't work as well as live
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miniupuchaty
3y ago
I have the same experiance, I wonder if maybe people are using wireless modes(I don't have that option in my car), and don't have "knob controls".
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by
miniupuchaty
3y ago
I don't have this problem in practise. It's not "break flow to switch modes" for me. I don't type this way. There's always as much movement as there's typing, especially while programming. Even when writin
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miniupuchaty
3y ago
I never went back. But it still helped me for the standard tuning(mostly for playing other people songs). When playing in standard tuning I see 6 string guitar as two parts a 4 lower string and 2 higher string that are offset half tone. So
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by
miniupuchaty
3y ago
I was playing guitar for many years, and was always learning each scale separately. Let's say I knew A minor, F major, D pentatonic. It was taking a lot of time to learn and my playing was quite limited. Then I've learned about al
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miniupuchaty
3y ago
I see it used by concept-art artists in gamedev studios from time to time.
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by
miniupuchaty
3y ago
I've been using nvim in termux on foldable phone since I've bought phone in that form factor. It works great, I'm using "unexpected keyboard" as input method for faster special symbols access. It works pretty well.
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by
miniupuchaty
3y ago
In games Blender is used at all levels. From indie to AAA. At most studios as a 3d artist you are able to use any package you want and for newer artists Blender is increasingly what they know. Sometimes there are custom toolchains that requ
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miniupuchaty
3y ago
You can also self-host gitlab. We've been self hosting it in our company for few years and it's been a good experience so far.
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miniupuchaty
3y ago
I have all the same config in TTY as in emulated terminal and emulated is nowhere near as snappy and smooth as TTY. Even with GPU accelerated terminals like alacritty, it's a lot better, but still far. If I wasn't working mostly o
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miniupuchaty
3y ago
That depends on what do you mean by expressive. I would call languages with more advanced type systems, like rust here, more expressive, as in allowing programmer to express his intention to both computer and other programmers clearer.
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by
miniupuchaty
3y ago
Industry has moved to dx12 and vulkan. With vulkan being native to win and Linux(and switch). In bigger engines you suport all of them, even opengl still. Some Indies might still use opengl due to it being simpler or for better support on t
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by
miniupuchaty
5y ago
In Rust: (1..10).sum()