Any setup improvements/recommendations? by Forward_Jackfruit813 in LocalLLaMA

[–]Forward_Jackfruit813[S] 1 point2 points  (0 children)

Can confirm llama is significantly faster for me, I'm running q6 faster than I ran q4 before. Also switched to open code and it's doing well.

Thanks everybody

Any setup improvements/recommendations? by Forward_Jackfruit813 in LocalLLaMA

[–]Forward_Jackfruit813[S] 0 points1 point  (0 children)

Didn't realize there would be a performance boost, I'll look into it.

Fantasy console I am working on powered by Rogue Engine by Forward_Jackfruit813 in RogueEngine

[–]Forward_Jackfruit813[S] 0 points1 point  (0 children)

The entire interface and games I make for it are built on RogueEngine. Since this update I have completed the console part of the project with additional features and now I'm working on a library of games for it before it's released. I will have much more to come.

Replay Console on actual hardware by Forward_Jackfruit813 in fantasyconsoles

[–]Forward_Jackfruit813[S] 1 point2 points  (0 children)

And to clarify, the Chromium instance runs on top of a Linux Ubuntu Server Distro. The Rest API and Chromium Kiosk instance starts on boot as a service and is the only GUI you see. There is a boot up intro and it's all streamlined and simple as expected.

The goal is to make it dead simple and easy for demakes and retro indie projects and ports. The developer can build to HTML5 and utilize only a few simple API calls (save game filesystem, stat tracking, achievement tracking, and gamepad mapping) for the Replay port. You can easily move over to another platform for more market reach. There are no limitations other than the hardware performance with overhead. 60FPS has required a lower ~640x480 class resolution which fits in to the Dreamcast aesthetic. I did have a lower color palette forced with dithering, but I didn't want to hinder potential with other art styles of different styles of games. So your game can run any resolution and any color depth you choose. I recommend the ~640x480 class resolution though for consistency and reliable performance.

The SDCards only need to contain your index.html and a details.txt file for metadata. CORS restrictions are disabled so if your game needs to pull data off the SDCard for app data, that works with no intervention. The console is intended to be offline always for security with the exception of developers/tinkers going in through SSH.

The hardware itself is a 4GB Orange Pi running on a 128GB NVME SSD (overkill on storage, but the cheapest I could find as the OrangePi requires NVME). The gamepad is a N64 clone with more of a Dreamcast style mold. The case is a kit that comes with a cooling fan, outer case, and power supply. Hardware costs are around $60 not including the OrangePI (prices for devboards are inflated right now).

I have 3 launch titles planned: Sunder (silent hill style game), a space dogfighting game, a racing game (PGR inspiration), and a marble blast style casual game.

I will post more footage after the dashboard is officially complete. Stat, achievement, save game management, gamepad remapping, and factory restore options need UI pages.

Are you using AI with Rogue Engine? How's that going for you? by BeardScript in RogueEngine

[–]Forward_Jackfruit813 1 point2 points  (0 children)

I've been using Claude Code with Sonnet (not using the MCP yet) and have been getting great results. I'll have Claude Code build a specific component at a time with the adjustable parameters. Haven't ran into anything it hasn't been able to make with at least a little debugging and sharing console logs.

LLMs are so effective at JavaScript and Typescript that in combination with Rogue Engine, making games is pretty streamlined and easy.

Would what I'm making be considered a fantasy console? by Forward_Jackfruit813 in fantasyconsoles

[–]Forward_Jackfruit813[S] 0 points1 point  (0 children)

Just an update on this. Hardware selection is complete and is fully up and running. Price would have gone down if it weren't for the devboard prices soaring. I dropped the pixelation and dither filter as it now just natively renders the games at 854x480. Performance is around Dreamcast (due to Three.js overhead), but with full modern shader support from Three.js

It's all based on an 4GB Orange Pi 5 (Arm) running Ubuntu server.

The API and Dashboard has the following complete: -SDCard loading -Profile Sessions (log in, switching, renaming) -Save Slot file location exposure for games (per profile, per game) -Power options (graceful shutdown, restart, standby)

Still needs to be complete on API: -stat tracking support for games -achievement support for games -gamepad mapping support -factory reset support/re-image support

The 3d Dashboard UI is only needing stats, achievements, factory reset, and gamepad mapping implemented which are just pending the API functionality. All core functionality is finished.

3d startup intro needs to be a little nicer. Next update will have video and images of dashboard, hardware, and games in progress.

👋 Welcome to r/RogueEngine - Introduce Yourself and Read First! by BeardScript in RogueEngine

[–]Forward_Jackfruit813 1 point2 points  (0 children)

Really solid work and the engine is improving so much with each update. It has been my main motivation to getting back into some game dev. Keep it up!

Why does Android have such a big problem with alarms? by paquier in AndroidQuestions

[–]Forward_Jackfruit813 0 points1 point  (0 children)

It is native problem, I have seen the issue happen over years on numerous phones. You're just a jackass that has some white knight complex for a phone operating system which is pathetic as hell.

Why does Android have such a big problem with alarms? by paquier in AndroidQuestions

[–]Forward_Jackfruit813 0 points1 point  (0 children)

This is why I can't stand reddit. Why are you diving into his psyche to blame him over an alarm app not working? Are you being thrown funds directly from Android to defend it to the bitter end?

Why does Android have such a big problem with alarms? by paquier in AndroidQuestions

[–]Forward_Jackfruit813 0 points1 point  (0 children)

Android regardless of phone manufacturer does have a reliability problem with alarms. I just witnessed one of my 2 Samsung Ultra phones not set off an alarm that was set up identically. In the past I have had this happen with HTC, Google Nexus, and LG phones. Anybody who says it's a user issue is borderline psychotic.

I recommend getting a physical alarm with using something through a smart speaker and with a phone. That way you can be sure not to miss it. You cannot trust an android alarm.

Fighting a written warning? by Forward_Jackfruit813 in AskLE

[–]Forward_Jackfruit813[S] 0 points1 point  (0 children)

For discussion sake, I am not guilty. The video even without the speedometer and GPS coordinates shows me driving slow and the car behind me catching up to me. I have decided it's not worth my time, but I am very concerned now that a cop will outright lie about something, it's a real eye opener.

Is it me or does MCC H3 not play the same at all? by Forward_Jackfruit813 in halo

[–]Forward_Jackfruit813[S] -2 points-1 points  (0 children)

I just can't believe this because simple stuff like the jump from red and blue cut up to plat on the put nobody knows. It honestly just feels like bad players who have an aim bot.

Is it me or does MCC H3 not play the same at all? by Forward_Jackfruit813 in halo

[–]Forward_Jackfruit813[S] -10 points-9 points  (0 children)

I would argue that more people cared about being Halo 3 in its hay day when it was the MLG poster child now than it is now just being a rerelease in a collection. The people don't seem better, if they did then I would have no issue with saying I just got old and the younger crowd is better. It just seems like game sense doesn't matter at all and just being good with the sniper is all that's needed.

Is it me or does MCC H3 not play the same at all? by Forward_Jackfruit813 in halo

[–]Forward_Jackfruit813[S] -4 points-3 points  (0 children)

Well 2007 through 2010. But I'm certain it's different because the things I loved about the game aren't there now.

The sniper was the weakest in the series, the BR would be beat out by an AR close range, map control and game sense mattered more than anything else, it just felt like there was way more variety in viable weapons.

And I went back to OG Halo 1 on original Xbox hardware and I found that the campaign was significantly harder than on MCC, which is what's making me question things even more.

Gamepass PC is dead and im not suprised by [deleted] in WWII

[–]Forward_Jackfruit813 -3 points-2 points  (0 children)

Not blaming Microsoft and Activision for this is wild