insomniac_lemon

joined 8 months ago
[–] insomniac_lemon@lemmy.cafe 1 points 1 day ago (1 children)

Again, going on the trail was my idea of travel/meeting people... though even when I'm able* to ride I don't see much around here. I suspect the people I'd fit with are not here, or even if they are they are at home (or just not on the trail).

* 300+ miles so far (over a few years), admittedly that's mostly ~1-2mi trips to a bridge/bench area when I can't plan anything better, and my most realistic trip besides that is just to a local grocery store to buy old bananas and maybe some produce to fry.

[–] insomniac_lemon@lemmy.cafe 2 points 2 days ago

I remember Retroarch being a bit confusing/unfriendly last time I tried it, but it was so long ago, that it might not be the case anymore.

Similar for me. Something wasn't working and it took me a while to figure out that some issue was preventing the settings from saving/loading properly.

[–] insomniac_lemon@lemmy.cafe 1 points 2 days ago (1 children)

I waited a long while to try it

look inside

crash to login manager.


Not sure if you're using some non-proprietary driver or what, but I'm not worried about switching over. Maybe nice with AMD GPU, unlikely for me though.

I don't want GNOME or Plasma (I've had issues with Plasma on X11 when I tried it) so that could be it, too.

[–] insomniac_lemon@lemmy.cafe 32 points 2 days ago (5 children)

Just grep the source for "wayland" and you'll see what I mean.

and

# Refuse to build in Arch package environments

MATCHES ".*archlinux.*")

Not sure if there is more to this, but it seems like it screws over X11 users for no reason (I'm still using a 1050Ti).

[–] insomniac_lemon@lemmy.cafe 8 points 3 days ago

Hey, give a little credit to our emotionally blunted shut-ins!

[–] insomniac_lemon@lemmy.cafe 1 points 4 days ago

Go for it if you want, especially if it's (mostly) in-reply to my higher-level comment.

In hindsight I guess I should've depersonalized my comment more or just abstracted it completely (yeah that is the dream or something).

[–] insomniac_lemon@lemmy.cafe 1 points 4 days ago* (last edited 4 days ago) (2 children)

I do what I can, I have my ups and downs too. You did better, good for you... maybe if we swapped you could fix my life, or maybe it's just an anecdote and there is no way to tell.

Yeah, I know I need a lot of things (including healthcare and therapy) but healthcare is a mess here especially rural and if I could use any programs now (especially with waiting lists etc) I expect said access will be cut before needed follow-ups are done.

You can pin the blame on mentality all you like, but it doesn't make the country any less of multiple unmitigated disasters.

[–] insomniac_lemon@lemmy.cafe 2 points 4 days ago* (last edited 4 days ago) (7 children)

Ah yes, walk it off. Very helpful. Do you think real issues don't exist? Especially in the US now?

"If you feel like shit, just grind bro". Doing what, exactly? Lots of options are oversaturated or having layoffs. Rent is a racket and there are people who work full-time "essential" jobs (like professors and nurses) living in their car. I cannot even afford nor do I want a car, and if I was living outside where I'm at I'd be at risk for heat stroke because my body cannot sweat enough for even mild heat. Also, I am nearly nowhere.

I can prepare and sauté vegetables, sweep, carry things, do various computer things. Is that enough to live off of? Even at my best, probably not! Could I maybe work something out with people? I'm a shut-in with the social skills of a rock, so that's not likely either. EDIT: forgot to say bike riding, but again that's also difficult with heat

Have I already lost? Yeah maybe, but the issues (both internal and external) are more than excuses. It if got me out of here I'd be a shitty cook on a boat (I also probably can't swim, no ID/passport) but it doesn't work like that anymore. Solo projects and crowd-funding are just as delusional.

[–] insomniac_lemon@lemmy.cafe 2 points 4 days ago (10 children)

I don't live in that world. I have too many issues for any of that to work, but even if that weren't the case I probably couldn't travel to wherever would be better for me.

[–] insomniac_lemon@lemmy.cafe 3 points 4 days ago (1 children)

Yeah, though I would say there is no need for the extra step of ATI.

Specifically due to value, though Ryzen was a better value when it started (pricing more Intel-like as soon as Ryzen became successful). Well... a Ryzen APU might still be better value at ultra-low-end compared to a new GPU, though probably better off with a used Polaris GPU.

To me it just seems like GPUs are still stagnated due to cryptomining, though gaming and raytracing hype probably doesn't help either.

[–] insomniac_lemon@lemmy.cafe 2 points 4 days ago

but the ones I received said nothing about bone conduction so the ad was a flat out lie

I did the same thing, it wasn't a lie but the effect did not work properly because they did not fit properly. Not sure if more expensive ones have some better system for contact/positioning, but I don't want the cost especially as I want to keep it wired.

 

Ideally, modularity would be configured during asset creation. Like how Godot already allows Blender naming to do some stuff like this (even empties into joints/wheels) on import.

For basic use, I assume some of it could be done with an import script to split one scene into multiple variants based on the node tree (and names) with some simple logic/keywords. Likely makes even more sense with component-based code and using the same handling for editing code parameters.

For more advanced capability (particularly up to a character/vehicle editor) I assume it'd involve an add-on as well. At least it'd need a really solid editor script to handle offsets, symmetry/flipping (optionally, more inputs), scaling or other parameters. Something where you could easily create a new variation via a node or function call.

The ultimate form of this would be something that uses a flexible connector system, to the point you could probably assemble characters from 3D-printed parts if not a small scene.



I have explored multiple options. I know gridmap* could likely handle some of this (smaller grid for static objects, maybe other tricks for semi-static entities), I've been working on a custom shader with parameters to help with dynamic stuff (csg/textmesh color, color replacement for effects like emission or animation).

I assume things like Cyclops (level editor) or SDF modeling (and animations) could be used for an in-engine workflow. Though I am already having freezing/crashing (including some data loss) when editing things with shaders/lighting (4.4.1) so I have not tried those yet.

Also on a more basic level, I assume some rigging can be done just with node visibility and animations (+state?) though I haven't tried Blender animation yet.

* though from what I've seen, it seems like it's missing ways to properly configure bigger cell sizes easily. Sort of necessitating multiple grids (even in addition to walls vs decoration) or having cells that can overlap if you don't place them properly. I assume having multiple grids also does not calculate free grid spaces either (unless you mix grid and non-grid to use the new raycast placement).

 

This is for models that use vertex colors. I want all faces with the max brightness of the object. So in daytime lighting it should look unshaded, but in a dark environment it should darken (like the thumbnail).

What I've tried:

  • using vertex_lighting* and then setting the normal directly (eg NORMAL = vec3(0.0, 1.0, 0.0);)
    • this works, but only if the lighting is perfectly overhead... a slightly wrong angle or even too far into the middle of an omnilight will create a shadow
  • attempting to save the original color value, change the normal, and then bring it the old brightness back via max() if the new value is dimmer
    • lots of moving parts/assumptions on my part here
  • other math stuff with NORMAL/VERTEX, abs() and normalize() etc
    • on top of the direction failure, there's also failure to keep consistent brightness (with a spinning animation), and darkening across a TextMesh

I also know I could do this with unshaded and just multiply/mix it in the shader, but I don't really like the idea of making a custom lighting/detection system (rather than using actual lights, that is).

I am not totally against diffuse shading, something like a vertex toon shader (2-3 brightness bands) could be interesting aesthetically. If that's even possible, it seems like the vertex light calculation is hardcoded (though it's also possible I just don't understand it).

* this is a relatively re-added feature (4.4)

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submitted 8 months ago* (last edited 7 months ago) by insomniac_lemon@lemmy.cafe to c/unixporn@lemmy.world
 

XFCE note: autohide panel (the clock is not), accessibility WM tweaks turned on (hide title...) as I usually have a window maximized. Raise-on-focus (Window Manager settings, similar setting in tweaks for window cycling) turned off, allowing rolled-up windows to not disappear when unfocused.

System note: ~~I have not maintained it well, broken dependencies right now and have finally got bit by nVidia as my system won't properly wake from suspend. Getting an alternative GPU is somewhat of a mess, especially prices and getting full performance.~~ EDIT: Updated, working fine now



I made this ultra-minimalist window theme a while ago (this is the second version, with the widget-capable layout and style-based color accent) and have been using it.

The title is 12px tall (the buttons are default 8px, though can get taller with alternate hover/click states).

At this size, XFWM has a design issue with font sizes/baselines so most fonts are cut off (the selected font is Nimbus Mono PS Bold 10, larger has text descenders cut because text can't overlap window contents)

I would try to take this idea further (and fix some of XFWM's other relevant issues) with my own WM but I use a somewhat niche language and couldn't figure out how to render a rectangle the last time I looked into it (the WM I was looking at doesn't have titles/window controls).

Not set on a name as lots of themes have size-based names but are not as minimal.

 

Personal note: Aside from a software demo (+very small change to other demo) and a basic 3D character controller (which I need to work on again), I really haven't worked with this much.

I have been more focused on vertex color models and their use in Godot. Haven't done much here either... but have started a collection of materials, got billboarded models* working and a simple gridmap.

*=face negative Y in blender, apply rotation. Otherwise it will not export properly.

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