• 7 Posts
  • 12 Comments
Joined 1 year ago
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Cake day: July 2nd, 2023

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  • If you only need it for the interface, a shit workaround would be to prefix all text with an RLM (RIGHT-TO-LEFT Mark).

    Unfortunately no, I expect users to enter Arabic text as well.

    Fast iteration is already fixed by using cranelift in your release-dev profile (or whatever you want to call it), and mold as a linker.

    Maybe, I didn’t try that before, but I don’t expect Cranelift to match the speeds gtk-rs is currently giving me; Cranelift also doesn’t solve the problem of rust-analyzer acting crazy.

    Okay, something helpful instead: Did you try asking in the rust:gnome.org matrix room mentioned in the project page?

    No, I prefer public posts to prevent effort duplication, so much so that my mind started filtering out such things on project pages, but thanks for reminding me.


  • Before anyone suggests another library:

    • Iced and Egui both can’t handle Arabic, which is a deal breaker.
    • Iced takes forever to compile and iterate, maybe that’ll be fixed with dynamic linking.
    • Relm: I didn’t know it existed before I started this project.
    • Qt bindings: IDK I forgot Qt existed, I was always more of GNOME* guy.
    • I am already pretty deep into this project, and don’t want to learn something else for now.

    * GNU Network Object something Environment








  • bad hygiene (for olodumarè’s sake, bathe daily, and if possible brush your teeth at least twice a day).

    I know this is popular in this thread, but how to achieve that? I shower 0-3 a day, with 0 being in days waiting for the washing machine for I have showered too much, and have no clothes remaining.

    It seems no matter what I do, someone thinks I accidentally opened a shower on myself by how sweaty wet my underwear is, then proceeds to tell me I smell awful and banishes me from society back to my computer, which is what I would be doing anyway, also that person is the only one that complains and they (singular) can’t handle heat at all.

    I just checked and the temperature goes up to 42*, I don’t know how hot that is, since I never look at weather, if it’s hot I bear with it, if it’s cold I get sick for 3 days bear with it.

    Also I only wear winter-y jackets for some reason (A joke that went too far that’s been lasting for 3 years?), people underestimate how good they are at shading, and they come with a built-in hat, and protect your body better than any T-shirt ever could.

    Wait did I just answer my own question?


  • It’s hard to answer your request because, you see, your statement is like saying: “Everything is just atoms, so everything is basically the same”, it is “reductionist” of higher values, which even atheists have, but the statement itself cannot be denied, nor replaced with an alternative.

    Edit: I read your other replies, and you seem to not need this one, to ignore it.




  • Doods@infosec.pubOPtoBevy@programming.devOpenGL 1.5 support?
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    3 months ago

    Google says you have a Core i7-620M,

    No, I have an I5, it even has a sticker, but my I5-7500 desktop has an I7 sticker, so stickers aren’t reliable. (I have better evidence than the sticker, trust me)

    that’s a Westmere, first-generation Intel HD Graphics, provided everything is configured correctly you should have OpenGL 2.1.

    I rechecked 1-2 days after making the post, and Mesa reported 2.1 & 2.0 ES, which is consistent with techpowerup, that website never failed me even when I failed myself.

    …and, no, you probably really, really don’t want to use OpenGL 1.x. If your implementation supports shaders at all then it’s going to be some vendor-specific non-standard thing. If you want to do anything 3D then 2.0 or 2.1 is the bare reasonable minimum (2.1 gets you PBOs).

    I think shaders are a 3D-only thing? which shouldn’t be useful for an isometric game. My favorite game runs on DirectX 3.0a, so I 1.x should work, I guess?

    Also I will look up PBOs, that acronym looks cool!

    If you’re doing 2D well I don’t think it would be wrong for bevy to have a 2.5D engine that…tightly-timed assembly at that, once upon a time it was considered impossible to get smooth side-scrolling on VGA cards – until Carmack came along…

    about 1-1.5 weeks ago I watched some Johnathan Blow hating on programming paradigms and game engines, and to be honest, I had already been viewing pre-built engines as things that produce games that are… familiar… they lack souls, integer/buffer_overflows, and their physics are too well-made. I understand the benefits of a prebuilt 3D engine; I played a 3D game on DOSBox and saved before every jump - except the ones that got me stuck in a wall, in addition to an indie 3D C++ mess on Itch (it’s the only game I am excited for its release at the moment, as it’s still in beta).

    I also saw an attempt at using SDL as a Bevy renderer-backend on Github, and there were problems according to the README.md, but I had lost interest by then, because…

    After watching much JBlow, I came away with 3 things:

    1- OpenGL isn’t worth learning anymore, but don’t use SDL to abstract yourself from it, use raylib. That’s his opinion, so I decided to build my engine on Macroquad, a raylib-like thing, as using rust-bindgen feels un-ergonomic.

    2- ECSes and other pre-forced paradigms are meaningless, just write the game.

    3- He doesn’t like Rust, which I ignored.

    You might think Rust is a bad choice if I like overflowing things, as Rust is safe, but before you is something I wrote semi-seriously (I say “semi-” so I don’t get laughed at) a day or two ago:

    let mut key = Key::new(500.0, 500.0, 50.0, PINK, unsafe {
            let x = &entities[9] as *const Box<dyn Entity> as *mut Box<dyn Entity>;
            // SAFETY: This is straight up undefined behaviour, I have a solution
            // that is better, simpler and safe, which is seperating the entity list
            // and `GameContext`, but I wanted this to exist in the git history.
            //
            // And before I sleep and forget, the way is passing `&mut door` to
            // `update()` manually, and passing `entities` to `walk`.
            //
            // A `RefCell` wouldn't have complained at runtime anyway.
            #[allow(invalid_reference_casting)]
            &mut *x
        });
    

    As you can see, using anything remotely similar to Arc<Mutex<T>> would get me accused of having skill issues, which is extremely bad considering I am one of those ‘I use NeoVim/Colmack-DH/Rust/Linux BTW’ people, so I prefer extreme measures, AKA just regular-C-code style of writing, so it won’t be long before I meet some REAL undefined behavior.

    If you’re interested in my little project, it’s about a yellow square in rooms of yellow walls, which I planned to write in 3 days, which I finished today, a few hours after Fajr prayer, one week after I set the deadline to 3 days.

    Time to add a 3D turn-based combat system to it for reason, I first need a flat yellow cube, and some doom-like fake-3D enemies.

    In case you’re into the arcane craft of the elders, here’s a book.

    Thanks, I wish to write assembly sometime down the road, and discover these treasures of knowledge.

    Edit: in case you’re wondering how I solved the code problem, I started thinking and realized that I wanted to pass a &mut T to Key.Update(), but I was also holding a &T inside of GameContext, which is impossible in safe Rust, so I changed it hold a &mut T instead.

    They say: “Make it work, then make it right, then make it fast”, but maybe they didn’t mean jumping to unsafe when they said “work”.

    Edit2: I forgot to say something about prebuilt engines. In addition to creating an inconsistency between quality of the engine (physics and UI interactions), and the quality of the game-specific code, they are also very bloated and that’s reflected in binary sizes and the performance penalty of being a general-purpose engine.

    Macroquad is also an offender of this, as a mere cargo add bloats the release binary up to 70 whole Mibs, but I managed to shave off 10 Mibs in a few hours by cloning the repo and “forking” Macroquad and it’s huge math library, grim, and “de-bloating” them, and my game would still compile fine, so there’s much room for optimizing the binary size, as well as performance, since I am low-level enough to implement my own delta time.

    Also I am crazy about performance, which can be traced back to trying to run games on an HP compaq DC 5800 for 4 painful years, whose GPU is even worse than the laptop’s.

    PBO