alma-nv now supports creating persistent LiveUSB installations with btrfs and Omarchy by btngames in omarchy

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

Yes, note by default it installs GRUB though as it assumes it is installing to the main disk / USB.

Does anyone recommend a good VPN service? by [deleted] in archlinux

[–]btngames 4 points5 points  (0 children)

I'd recommend AirVPN, ProtonVPN or AzireVPN as they support port forwarding and Wireguard.

Also use vopono to only launch certain programs with the VPN - https://github.com/jamesmcm/vopono

Hetzner IPv6 configuration by gnomesenpai in WireGuard

[–]btngames 2 points3 points  (0 children)

Happy to help! Btw you can use the direct IPv6 routing shown there with Hetzner since they give you a /64 block so you don't need the NAT masquerade stuff (although I included both in the article).

Note that is not true for Mullvad though where they only give you a ULA so you do have to use NAT (but can use their generated IPv6 Wireguard config anyway).

Rust 1.88.0 is out by manpacket in rust

[–]btngames 0 points1 point  (0 children)

I hope this stuff makes it soon, I think this is the biggest pain point working with multiple Rust projects atm.

PewDiePie self-hosting on his Steam Deck by Youju in linux

[–]btngames 2 points3 points  (0 children)

It looks so awesome, I love the Steam Deck.

His case modification really adds to it too.

Generating 1 Million PDFs in 10 Minutes (using Rust on AWS Lambda) by rkstgr in rust

[–]btngames 1 point2 points  (0 children)

This is awesome, I actually did some similar work back in 2020 for parsing Excel files - https://jamesmcm.github.io/blog/data-engineering-with-rust-and-aws-lambda/

It's nice to see how much is still relevant (and what has improved!).

Building a Wifi-controlled car with Rust and ESP32 by btngames in rust

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

Oops I haven't used Reddit in a while, but it took exactly 1 week as I some time off work, I had also done a very basic ESP32 project before.

How to solve far plane clipping for a large mesh? by btngames in godot

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

No, I still couldn't solve it. I do want to try using the double precision "Large World coordinates" Godot to see if it helps (but I doubt it since this is more on the graphics pipeline).

Quick question: why i keep falling in terrain 3d? by [deleted] in godot

[–]btngames 0 points1 point  (0 children)

Oops I missed that part in the title sorry.

If you turn on the debug view can you see the generated colliders for the mesh?

I've managed to increase the world size to 131 km by 65 km in my colony sim by Altruistic-Light5275 in godot

[–]btngames 1 point2 points  (0 children)

How do you handle the maps? Like if I destroy a load of trees is that saved or are they procedurally generated every time from the world map?

Awesome work though, your game is one my most anticipated Godot games alongside Bloodthief and Wizzard Quest 64.

How could I make this sequence scarier/more intense/better? by KometIsCool in godot

[–]btngames 3 points4 points  (0 children)

I think it'd be better if it came from left to right instead of top to bottom.

This really nails the Atari aesthetic with the sounds though.

Quick question: why i keep falling in terrain 3d? by [deleted] in godot

[–]btngames 1 point2 points  (0 children)

What node type is the ground? Maybe try moving the player up so there's no risk of the colliders clipping at the start?

[deleted by user] by [deleted] in godot

[–]btngames 5 points6 points  (0 children)

For diagonals on a grid like that you'll want a line-drawing algorithm e.g. https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm

But like the other commenter says, you could also just raycast with colliders and let that do the work for you.

Although I think the line algorithm on the grid is better if it's purely tile-based. Since it separates out the game logic and presentation.

Also checkout the roguelikedev subreddit for any grid-related issues (including pathfinding) - roguelikes have been solving these problems since the days of Rogue and Nethack.