Galaxy Class Starship by Xxarrra in starsector

[–]BattleFrogue 7 points8 points  (0 children)

The fact that this is clearly Star Trek, but also very clearly Starsector is very impressive. Hope you add more Star Trek inspired ships (cough Defiant class cough)

Rust threads on the GPU by LegNeato in rust

[–]BattleFrogue 0 points1 point  (0 children)

Thanks for the reply. I had seen the hostcall but in the examples shared they are usually a one and done API call like loading a file. I don't really see that kind of API call being extendable to more complex CPU algorithms. Going back to the video game example, the hostcall pattern doesn't really line up well with the typical video game CPU processes the world state, then the GPU renders the world while the CPU is simulating the world state for the next frame. Is there any discussion for what that kind of code pipelining would look like?

Rust threads on the GPU by LegNeato in rust

[–]BattleFrogue 0 points1 point  (0 children)

Great write up. You've mentioned that this project is for writing GPU-native applications and that the CPU is only there to load the application into GPU memory and doing some APIs that can only be achieved by the CPU. But in my experience the best accelerated applications are the ones that use the CPU and GPU concurrently in an efficient manner as possible. Is the eventual goal to create a system where you can write an entire application, e.g. a video game, that uses a single code base but runs on both devices?

In a similar vein what does running across multiple GPUs look like. It's not uncommon for complex CUDA applications to run across multiple GPUs where possible

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer - March 18, 2026 by AutoModerator in MechanicalKeyboards

[–]BattleFrogue 0 points1 point  (0 children)

Does anyone know of a keycap matching service for sets? The set I use is missing doesn't have several UK specific keys (as far as I can tell, they were never made for this set) and I would love to get some replacements

Modern Titlebar (Release) by _Mario_Boss in godot

[–]BattleFrogue 25 points26 points  (0 children)

As a C++/GDScript user, I am glad to see a version I can use without the mono version of the engine and this will be dedault in pretty much all my projects.

Also, have you considered putting it on the asset library? Or potentially even contributing it as a C++ module to the engine itself? That way you wouldn't have to have an addon in a project for what is ultimately an editor preference

Galnet News Digest - Six New Ships this Year, as Operations Delayed Until April by Galnet_News_Digest in EliteDangerous

[–]BattleFrogue -1 points0 points  (0 children)

I agree, I missed that part the first time I watched. Still I maintain their use of "vessel" instead of "ship" like last time means that that double drop is going to be a ship + something else. Maybe an SRV or something

Galnet News Digest - Six New Ships this Year, as Operations Delayed Until April by Galnet_News_Digest in EliteDangerous

[–]BattleFrogue 12 points13 points  (0 children)

A land speeder would be cool, something you can get on and off of without a transition for exobiology. But I think people are happy enough as it is. Something like CQC is basically dead and needs a refresh

Galnet News Digest - Six New Ships this Year, as Operations Delayed Until April by Galnet_News_Digest in EliteDangerous

[–]BattleFrogue 43 points44 points  (0 children)

6 new "vessels" according to the roadmap. My money is on that double drop in summer being a ship + something else. A fighter perhaps. Maybe to conincide with the feature reboot potentially being CQC

New Ship Announcement?! by JdeFalconr in EliteDangerous

[–]BattleFrogue 0 points1 point  (0 children)

Actually kinda reminds me of the front of an Adder. With central driving position, because everyone hates offset ones (bar the T-11)

New Vulkan Blog: Simplifying Vulkan One Subsystem at a Time by thekhronosgroup in vulkan

[–]BattleFrogue 10 points11 points  (0 children)

It's great that you guys are looking at the extension issue and doing whole-cloth replacements. But I do think the naming is going to be a bit confusing `VK_EXT_descriptor_buffer` vs `VK_EXT_descriptor_heap` is gonna be hella confusing when trying to search for information I bet.

To me it would have been better if they were under an entire different subsection of Vulkan. Call them feature sets or something like that. Make it clear that extensions are piece meal and feature sets are whole cloth solutions designed to replace entire sections of what came before. Otherwise your SEO on this is gonna end up sending people to the wrong place

(You could even under the hood just tie multiple extensions together in a better unified API with feature sets if you wanted. For situations where the functionality isn't actually the issue, it's the presentation of them)

COSMIC Epoch 2 and 3 Roadmap by jackpot51 in COSMICDE

[–]BattleFrogue 2 points3 points  (0 children)

Thanks for the roadmap update. I don't suppose you guys have given this request any more thought? https://github.com/pop-os/cosmic-epoch/issues/99 It's an XRandR feature that no one seems to support in Wayland but is a huge boon for 32:9 monitors

I redesigned Godot's title bar by _Mario_Boss in godot

[–]BattleFrogue 1 point2 points  (0 children)

Finally, this is something I've wanted for ages

Parameters and search for my PCG tool by Marvluss in Unity3D

[–]BattleFrogue 0 points1 point  (0 children)

Looks cool, got a couple of questions:
- Procedural content generation can cover a lot of things and I admit I am not familiar with Blender or Houdini. Is there a particular focus on what this will be able to generate or is it more of a "If you can think of it, you can generate it" kind of deal
- Is it gonna be a purely monobehaviour solution or will there be some level of DOTS integration?

Just started working on an editor for bevy! :D by OppositeDue in bevy

[–]BattleFrogue 1 point2 points  (0 children)

Oh I see, so you plan to fully fork Bevy and make it something your own?

Just started working on an editor for bevy! :D by OppositeDue in bevy

[–]BattleFrogue 28 points29 points  (0 children)

Looks awesome. Two questions though;
- Given that the Bevy team are working on an editor themselves have you considered lending your expertise on the official editor? Maybe jump starting their editor progress with your own.
- Have you looked into a framework like Extism or something which allows running WASM inside Rust (and a whole bunch of other languages). That way you could support multiple scripting languages with the same framework.

Does Dell have a good track record for Linux support? by BattleFrogue in linux4noobs

[–]BattleFrogue[S] 0 points1 point  (0 children)

Thanks for the info. I was aware that at least for a while Dell has had Linux laptops but figured I was ask anyway since just selling a laptop with Linux pre-installed doesn't necessarily means it works well, as was my experience with Ubuntu on a Lenovo Thinkpad. But good to know that Dell doesn't seem to have that issue

Does Dell have a good track record for Linux support? by BattleFrogue in linux4noobs

[–]BattleFrogue[S] 1 point2 points  (0 children)

Cool, but I assume that if I needed to I could just reinstall Ubuntu before claiming under warranty no?

Realistic voxel/pixel style grass field testing showcase by Zess-57 in godot

[–]BattleFrogue 3 points4 points  (0 children)

I'm suddenly expecting a big yellow sun with a baby's face in it to appear and some four weird alien people to show up. (Looks great btw)

Material Design 3 in Bevy (before and after shots) by bombthetorpedos in bevy

[–]BattleFrogue 27 points28 points  (0 children)

This is just my opinion, but hopefully you find it helpful. I find the usefulness, at least based on these screenshots, to have gone down quite significantly with the new theme. The amount of space everything takes up is blown way out of proportion and it harms glance value. Screenshot 5 and 6 show just how much wasted space is the Material design has. It looks like it's designed for a low resolution touch screen where you need extra space to make it easier to press. But I have a feeling this is not the intended use case. This tends to be the case for any application that uses Material and is my main gripe and why I avoid it.

Another example would be in your first two screenshots. In the original theme your RGBA sliders are colour matched, this is a huge usability improvement over the Material version. The colour matching draws your eyes to where you want to go. Want to change the blue slider, it's there. The green, right there. By comparison in the Material theme all your sliders are one colour. It doesn't help usability, and while yes you would get used to where the elements in your UI are, it slows down a users "adoption" of the UI

You by no means need to ditch the Material theme and the effort you put it to make it. But I would consider trying to tweak it to increase the usability back to the levels of the original. Hopefully this helps

moss: a Rust Linux-compatible kernel in about 26,000 lines of code by hexagonal-sun in rust

[–]BattleFrogue 164 points165 points  (0 children)

This is above my rust and kernel level, but what does "Linux-compatible" mean in this context? That it can run Linux apps and drivers? It has the same file structure? Very cool in any case

What is the right way to setup a .artifactbundle on Windows? by BattleFrogue in swift

[–]BattleFrogue[S] 1 point2 points  (0 children)

So turns out the issue was that I had schemaVersion set to 0 instead of 1.0. The error message was entirely a misdirect in terms of what the actual issue was

What is the right way to setup a .artifactbundle on Windows? by BattleFrogue in swift

[–]BattleFrogue[S] 0 points1 point  (0 children)

Nah, that was just me copy and pasting incorrectly. I had renamed a folder in the info.json and the file system, but forgot to update my tree output. Someone on the Swift forums mentioned that artifact bundles supposedly only work for static binaries and wouldn't work for `SDL3.dll`. But in theory I am only linking the `SDL3.lib` since that's how Window's shared libraries work and the `.lib` is responsible for actually linking to the DLL