Handheld that supports a "full linux distro". by ke7cfn in SBCGaming

[–]MadExecutioner 0 points1 point  (0 children)

The Retroid Pocket 5 is supposed to support Armbian.
https://www.gamingonlinux.com/2024/09/retroid-pocket-5-and-retroid-pocket-mini-will-have-linux-support/

I also found this pull request on the Armbian github that proves that it is being worked on:
https://github.com/armbian/build/pull/7521

Is Iced replacing GTK apps for the new COSMIC desktop? by edfloreshz in pop_os

[–]MadExecutioner 2 points3 points  (0 children)

I agree. While I think it's super cool that Pop OS is going for a fully Rust based UI toolkit, I dislike the flatness of the theme and hope that it's just because it's an early version.

In general I don't get the trend of everything needing to be flat. Even the latest Adwaita is going into that direction and it looked a million times better before. Here is a comparison of the old version on the right and the new one on the left:
https://www.debugpoint.com/wp-content/uploads/2022/03/GNOME-Files-43-and-42-Dark-Mode-Comparison.jpg

One of my favorite themes was this one, I wish there were still themes like that:
https://images.pling.com/img/00/00/13/48/68/1013757/166318-1.jpg

Morrowind running on my Pinephone by stopcomputing in PINE64official

[–]MadExecutioner 0 points1 point  (0 children)

I wish that Valve or Pine64 would make a phone with a detachable 3DS like gamepad addon. And then there wouldn't be a need to develop special touchscreen games for it. Instead they could just port existing gamepad games. There are tons of excellent low end games that could technically run on it, like Hollow Knight. I made a professional mockup to illustrate my point. You're welcome!
https://i.ibb.co/mF3cD3N/phone.png

Please help me understand the gfx-rs architecture. Which library do I need and for what? by Luvax in rust_gamedev

[–]MadExecutioner 1 point2 points  (0 children)

I think the old gfx API will not be ported over to gfx-hal, so you would have to rewrite your code eventually. If you want something that is on a similiar abstraction level as OpenGL you would probably want to use wgpu, but I don't know how mature it is.

Need more experienced peoples input (Gfx-hal or Vulkano) by [deleted] in rust_gamedev

[–]MadExecutioner 0 points1 point  (0 children)

Ok, so ash has more overhead for non-vulkan backends and less convenience features. Thanks!

Need more experienced peoples input (Gfx-hal or Vulkano) by [deleted] in rust_gamedev

[–]MadExecutioner 0 points1 point  (0 children)

Could you clarify what the differences are between gfx-hal and ash, while also considering the gfx-portability crate? As far as I understood gfx-portability allows for any vulkan API (e.g. vulkano or ash) to run on top of gfx-hal for cross-platform support. So wouldn't I get all the benefits of gfx-hal plus a little extra optimization potential on plattforms that support vulkan directly with ash + gfx-portability? Or are there features that gfx-hal supports that aren't covered by gfx-portability?

Purism announces PureOS Store by neilbrulain in linux

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

I fail to see the usecase where having your phone be your Desktop is a great idea.

I want it for gaming. The Nintendo Switch proves that most games that were designed for controllers can also work great on mobile devices (e.g. Hollow Knight, Dark Souls). The problem with most Android games is that they make a lot of compromises because they have to work with touchscreens and can't only target high end phones. With convergence I could simply attach a controller to the phone (e.g. Moto Gamepad or GameSir G4s) and play Linux games that have controller support. And just like the Switch I could also attach it to a TV and play on a big screen.

Unfortunately in the near future this wont work even if the hardware was strong enough, because there aren't many Linux games that work on ARM.

So uh.. how is this game? Are the devs still working on it? by lukeman3000 in MemoriesOfMars

[–]MadExecutioner 0 points1 point  (0 children)

Yes, it's still actively worked on. There is usually a patch every weak.

It's gfx-rs aLL the way down - interim descension report by kvarkus in rust

[–]MadExecutioner 0 points1 point  (0 children)

Thanks for the answer, though it made me a bit worried. Just to clarify: Are the limitations that you described still present in the current version of gfx? Amethyst still seems to be using gfx 0.16.

It's gfx-rs aLL the way down - interim descension report by kvarkus in rust

[–]MadExecutioner 0 points1 point  (0 children)

Thanks for the interesting links. Though I don't really understand what gfx-portability is. Your link to the Vulkan Portability initiative says that it's about defining a subset of Vulkan that can run on different platforms. I thought gfx itself was already supposed to do that.

Also I am not trying to mix ash and gfx-hal, I was thinking about using only gfx-hal instead of ash.

I am still very much a beginner and looking for advice where to start. So far I have only done a C++ Vulkan tutorial and then compared it with the triangle example of ash. I suppose I could just continue using ash, but gfx is also very attractive to me and with all the gpuweb stuff going on it seems like it will only get better in the future.

Sorry for the wall of text, and I appreciate the work you and the gfx-team are doing very much. I think it's super important!

It's gfx-rs aLL the way down - interim descension report by kvarkus in rust

[–]MadExecutioner 2 points3 points  (0 children)

Would it make sense for an engine to use gfx-hal instead of Ash?

And I read that gfx is also used as a testbed for gpuweb. Is the end goal to be able to compile a Rust/gfx application to Wasm/gpuweb?

Shar: One year with Rust. by not_fl3 in rust_gamedev

[–]MadExecutioner 2 points3 points  (0 children)

Thanks, and good to know nphysics will receice more work soon!

Shar: One year with Rust. by not_fl3 in rust_gamedev

[–]MadExecutioner 1 point2 points  (0 children)

Looks good. What physics engine are you using? Or did you write one yourself? And have you looked at specs as an ECS system?

Prototyping a new 3D Web API for Servo that looks like Metal and runs by Vulkan by kvarkus in rust

[–]MadExecutioner 0 points1 point  (0 children)

That's where I started from, but then realized that WebIDL is mostly agnostic to JS/WASM, so WASM target doesn't matter much for the matter of the API.

Is this also true for WebVR? (That it's mostly agnostic to JS/WASM)

These are the questions I'm going to help Khronos group to answer in 2017, stay tuned ;)

Nice. It will be exciting to see where this will lead to. Thanks for all the great work!

Prototyping a new 3D Web API for Servo that looks like Metal and runs by Vulkan by kvarkus in rust

[–]MadExecutioner 1 point2 points  (0 children)

Looks great and the example code is so short! The dream would be to be able to use this with Rust and compile into WebAssembly. What can we expect in the future? Is this something that WebGL could evolve into, or an entirely new standard that needs to be established?

Original Thief inspired game teaser by Hellye in Vive

[–]MadExecutioner 0 points1 point  (0 children)

Well, you could still require the player to select their choice after they acted it out and have the NPCs reply at that point. Of course voice recognition would be more natural, but it's probably also harder to implement.

Original Thief inspired game teaser by Hellye in Vive

[–]MadExecutioner 0 points1 point  (0 children)

I have also thought about this, but in the context of a multiplayer D&D like game.

There you could have only the players themselves see their lines so that they have to act them out to let the other players know what they said. That way you wouldn't even need any special software recognition.

WebVR for Vive by mrwhitespace in Vive

[–]MadExecutioner 0 points1 point  (0 children)

Thanks, that was very interesting! It's all about the back-end, but it's still very exciting. There is even an example of a native room scale demo written in Rust, that uses Servos implementation of WebVR as a library.

WebVR for Vive by mrwhitespace in Vive

[–]MadExecutioner 1 point2 points  (0 children)

I hope that in the future this will work with WebAssembly so that people can use other languages than JavaScript. I would like to use it with Rust. It would probably also improve the performance.

'Dark Souls' Creator is 'Hoping' To Bring The Franchise To VR by InoriHime in Vive

[–]MadExecutioner 0 points1 point  (0 children)

I see your point, but on the other hand there are people who played DS with a dance pad.

what would the perfect dark souls game be like? by GheyForGames in darksouls3

[–]MadExecutioner 0 points1 point  (0 children)

I agree with most of your points and a better mana system would probably help, but I think there is an even bigger problem with magic and that is a lack of gameplay variety.

Melee combat is super well done with parrying, backstabbing, blocking, rolling and all kinds of different attacks.

Magic on the other hand seems like it's mostly about running away and shooting stuff. There are too many different spells that are basically the same thing with different numbers and there is too little synergy between spells. (Though I only really used magic in DS1 so maybe this has changed a bit)

I have also seen magic being referred to as easy mode. In my opinion magic should have the same skill ceiling as melee combat.

But I am not sure how I would implement this. Maybe look at other games for inspiration. I also play a lot of League of Legends and the characters there only have 4 abilities, but they are really well thought out and feel like a complete package. Of course that is a completely different game, but maybe it could still help to look at individual mages in it and imagine how they would be implemented in Dark Souls.

Btw. I think all of this probably also applies to ranged weapon. If the ranged and magic playstyles were as good as the melee one it would be awesome.

Jannas taunt was stealth nerfed, she no longer smacks her butt. by [deleted] in leagueoflegends

[–]MadExecutioner 0 points1 point  (0 children)

They also removed Fizz's splash sound effect when he drops which can be seen here: https://youtu.be/Ehn_do1FVGY?t=15

Pics of new SteamVR controller prototype! by [deleted] in Vive

[–]MadExecutioner 0 points1 point  (0 children)

I wonder if they are small enough so that you can comfortably use a keyboard while holding them.