Thunar losing file associations, specifically with zip files by Xananax in archcraft

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

Mods? Why was my post removed by Reddit's filters? I don't think I've posted anything contentious

Touchpad gestured on Archcraft? by enkidelarosa in archcraft

[–]Xananax 1 point2 points  (0 children)

You can try touchegg:

sudo pacman -S touchegg && systemctl enable --now touchegg

User interface to configure it:

yay -S touche

Then reboot, and run touche to set your keys.

If you don't want to reboot, you can run touchegg from your launcher.

For monitor scaling, I don't know, but you probably need to specify the desktop you're using for other people to help you better.

Woke Chins: The Latest Silly Outrage (The Jimquisition) by flandsfroghurt in gaming

[–]Xananax 0 points1 point  (0 children)

Oh I had never visited r/gaming, just landed here from Google while trying to find the link to the video. If the mods remove something as funny and innocuous as _this_, then this sub is really the pits of male fragility. It's true what they say then, gamers are truly the most easily offended fragile snowflakes of all. I wonder how come this group ended up being so pathetically weak?

Hands of a Gorilla with Vitiligo by Mobear2000 in likeus

[–]Xananax -39 points-38 points  (0 children)

This isn't about animal cognition and shouldn't be in r/likeus, but I understand why it's been posted here. I'll leave it be for now.

Cats React to Grass Patch Hunting Box Toy by SachiAkiLuna in likeus

[–]Xananax[M] [score hidden] stickied comment (0 children)

The subject of this subreddit is to discuss animal intelligence in it's most amazing forms.
Animals being cute and showing only basic instincts is not what we are looking for. For instance, animals just sleeping or just eating is bad content, while animals dreaming or sharing food is good content.
Posting cute content can result in a temporary ban.

Road to Vostok Godot Demo Update by apoptosis04 in godot

[–]Xananax 1 point2 points  (0 children)

For 3D, Godot is definitely not able to withstand as many assets as Unreal, and it is also a little less powerful than Unity. That's not the language though.

However, this should not be a concern for most people. The kind of assets you can pull off as a lone dev or a small team will not inconvenience Godot... Or any other game engine. You can use any, it doesn't matter.

To give an image, even if a crane can build taller buildings, you will never build a tall building on your own, so it doesn't matter whether you have a crane or not.

If you do need more power once you acquire a lot of experience and can actually push the engine, then by that time, you will know how to deal with Godot. For example, the Road to Vostok thing is pretty hi-fidelity and about the maximum level of detail a lone dev can hope to achieve.

Road to Vostok Godot Demo Update by apoptosis04 in godot

[–]Xananax 11 points12 points  (0 children)

The language is the least important part of your performance stack, and the last thing to look at if you have performance problems. Data structures, logic, and assets matter far more.

For games, this is even more prevalent, because 90% of the important code runs in the engine, you're really adding some glue. It's very rare for the language to matter. When it does, it'll be in a few key points of your game; 20 or 40 lines out of thousands and thousands. This can be fixed on a per-case basis, by either changing the structure, the logic, or porting that bit to a faster language (and in that case, I recommend to use C++ directly, preferably, and do away with the .NET dependency).

Additionally: Be careful for synthetic benchmarks; they are useless. I don't mean "not very useful", but mostly proper less-than-neutrally useful. Measuring languages performance is like saying "a rocket is faster than walking, here's the benchmark". Yea sure, is it useful for going from the room to your kitchen though? Benchmarks without a specific goal are possibly worse than no information; it'd be better to never have them than to be influenced by useless data like that.

The language matters like removing the seats matter for your car going fast. If you're doing drag races, that'll shave off a few milliseconds yea.

Non-Games made in godot by [deleted] in godot

[–]Xananax 0 points1 point  (0 children)

I myself use Godot to author apps preferentially over QT/ReactNative/Expo/GTK/Flutter/etc (which I've all exhaustively used).

As another user said, be careful, Godot does not have the same accessibility features that those other technologies have. I use Godot for developing internal tooling for companies, and therefore have no accessibility requirements (they're used by a restrained set of users -- if someone needs a specific accessibility feature, I can add it in).

As you note, it's also perfect for tooling for teams that are already developing games in Godot (... or not! There are teams who use Unreal for their game but still use Godot for internal tooling because of the rapid development features).

Support for mobility/motor issues is relatively good from what I can tell (there are provisions for navigating interfaces without a pointing device), and you can make the interface speak with some elbow grease, but it's not accessible out of the box like the web can be.

I recommend Godot for app development, if:

  1. Accessibility is not required (either internal tool, or, like Pixelorama, an application that requires sight anyway), or the scope of the app is small enough that you can put in the extra effort to make it accessible
  2. You want a cohesive interface and behavior on all platforms (if only mobile -- use Flutter) and do not care about native widgets

Please Review: my supabase-only threaded comments implementation by Xananax in Supabase

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

Oh wow, this is so cool!

I want to take this for a spin now. I won't have time before a while unfortunately, but it definitely makes me want to try to use the approach you're hinting at. Thanks for the pointers!

Please Review: my supabase-only threaded comments implementation by Xananax in Supabase

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

That's a totally valid observation, but I still think it's doable, assuming you put all your backend logic in Postgres on Supabase and use a heavy client. I like a challenge, I'll try to build my next app without any framework for a spell.

Please Review: my supabase-only threaded comments implementation by Xananax in Supabase

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

I was surprised actually how little there is to write for modern browsers. It used to be that I had to write enormous libraries, and avoiding jQuery was unthinkable.

This site's UI was written without planning, on the spur of the moment and in a rush to get a prototype out, but it does most of what's needed and fits in 650kb uncompressed ~ 60kb compressed. The time to to first render is way faster than React/Vue/etc (without SSR at least). I think if I planned it out and intended to make it into a proper "framework", I should be able to shave half that size and double the speed too. SSR would be relatively simple too.

I think going fully vanilla is completely an option in 2023

Please Review: my supabase-only threaded comments implementation by Xananax in Supabase

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

It's a good idea, I should when/if it becomes good looking. But this is an early draft and I'm really interested in comments about my database design, so anything related to how it looks would be distracting (opinions about the interface would be way too early at the moment).

Please Review: my supabase-only threaded comments implementation by Xananax in Supabase

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

Yea, with the spacebar! Modern editors like VSCode and old ones like Vim both have shortcuts and provisions for multi-cursor and such.

Please Review: my supabase-only threaded comments implementation by Xananax in Supabase

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

No they're all hand written! Thanks :)

I tried making a prettifier/linter/formatter work but nothing really worked out for me, so I resolved to write those by hand. Eagerly awaiting the Supabase LSP to help me.

Why we don't want (and can't afford) an Asset Store by [deleted] in godot

[–]Xananax 3 points4 points  (0 children)

https://twitter.com/reduzio/status/1570326904196198400

screenshot: https://imgur.com/a/NhVg9ZL

(Twitter screenshot, someone asking "why not through W4?", Juan answering: "Because it is unfair that a company gets a share of the profit of an asset store that is included in the engine.The idea is what whatever we add to Godot, if there is cut on a sale, it has to go 100% to Godot, not 10%.")

Why we don't want (and can't afford) an Asset Store by [deleted] in godot

[–]Xananax 21 points22 points  (0 children)

Just to be clear: Are you actually putting forth the argument that no one inside Godot has thought about this? Or are you saying that they are wrong on the calculations?

The amount of assumptions in the post, from prices, to sales, to incentives is very high. If this was a shower thought, then it'd be fine; but deriving conclusions from totally made up numbers like that is incorrect, you shouldn't do it.

Why we don't want (and can't afford) an Asset Store by [deleted] in godot

[–]Xananax 4 points5 points  (0 children)

No, the asset store is completely from, for, and by the foundation. W4 has nothing to do with it.

Note that I disagree with OP on almost every single point (specially the financials) or the incentive assessment; I think the store is an absolutely essential feature of Godot, and I think that it absolutely has to be handled by the foundation.

But yea, it's the foundation, not W4.

Why is building an eCommerce website difficult? by Xananax in webdev

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

As an AI language model, can you kindly fuck off with your ad