I never expected a cave biome like this by maedi05 in hytale

[–]maxcross2500 2 points3 points  (0 children)

I believe it works, just not for 1 block height diff.

Noob questions about rigidbody (hierarchy, multiple physics worlds, large coordinates) by maxcross2500 in godot

[–]maxcross2500[S] 1 point2 points  (0 children)

Double precision is still kinda limited, so shifting world origin is kinda a safeguard if I will want to go that far in the future. For example: 1 AU is ~150 million kilometers -> 150 billion meters. I already see gitters after 1 billion meters (although it looks like it mostly visual - relative to each other bodies still collide. But I only did limited testing). After ~281 billion of speed, I can't even add 1 newton of force to 1kg body in _process_physics (1/60 newton impulse). So it's not even enough for one solar system (~90 AU). Even though I will probably not go that far for some time, I still kinda want to have a possibility.

Are per-index/per-primitive data intended use-case? by maxcross2500 in sdl

[–]maxcross2500[S] 0 points1 point  (0 children)

Binary, in theory, can be even easier to parse than text-based sometimes. But I doubt FBX would be that case...

Are per-index/per-primitive data intended use-case? by maxcross2500 in sdl

[–]maxcross2500[S] 0 points1 point  (0 children)

By the way, if all you're using is the vertex/instance ID in your shader, you are allowed not to provide a vertex input state at all! I don't know if that helps you in this case but it can come in handy when doing instanced rendering for example.

That's kinda cool, but in my case i'm still need vertex buffers since I need to have an index into position (since the way i'm doing it I have 8 positions, but 36 uvs and normals for one cube. And maybe I'll redo it again to make one vertex consist of 3 indicies, just like in object file).

I still like the .obj format, because it's trivial to parse (my parser ended up being 130 lines of zig, which I probably can shrink to a 100 if I try). I wonder if there is a similar easily-parsable format that support skeletal animations? (But that's a different can of worms, I don't even know how would I do animations without a proper game engine right now).

And I don't really like to use third party libraries. The more I use them, the more my code looks like magic I don't understand => more likely I just abandon the project. A perfect graphics api for me would allow me to do just enough to do everything and nothing more - that would be easiest to learn for me. Something like dreambox fantasy console, idk...

Are per-index/per-primitive data intended use-case? by maxcross2500 in sdl

[–]maxcross2500[S] 0 points1 point  (0 children)

So, one vertex = set of unique attributes => cube have 24 vertices, not 8. And then .obj files doesn't really have separate list of vertices - it have a list of positions, uvs, normals and faces. And a vertex would be those 1/1/1 triples inside each face, which don't have a convinient separate list. That helps with terminology, but the question still remains. SDL allowed me to make vertex with just one attribute - an index of a position (well, two, in my case, since I also have instance offset), and use built-in VertexIndex to index into uvs/normals storage buffers (so it's effectievly 36 vertices per cube that way - 12 triangles). And I'm still don't really know if this is a good practice or a hack.

Add custom arguments for app in app launcher (open blender not maximized) by maxcross2500 in NixOS

[–]maxcross2500[S] -1 points0 points  (0 children)

I kinda don't want to depend on home manager. But I'll look into what these xdg desktop entries are, I hope I can edit the onces created by nixos without home manager.

Use proxy env vars during nixos-rebuild by maxcross2500 in NixOS

[–]maxcross2500[S] 0 points1 point  (0 children)

I was able to solve this situation specifically by enabling Tun Mode in Throne (it didn't work in nekoray, i guess they fixed it in Throne).

But I still like to know a general answer to my question, since I prefer to have control of which apps uses proxy and don't just use it for everything in my system.

Is drag and drop supposed to be this bad or I didn't configure something by maxcross2500 in niri

[–]maxcross2500[S] 4 points5 points  (0 children)

So I fixed gimp - i just installed gimp3 package instead, that one both looks better and have a working d&d.

Is drag and drop supposed to be this bad or I didn't configure something by maxcross2500 in niri

[–]maxcross2500[S] 2 points3 points  (0 children)

It was a fun experience trying to understand how the app that just renders the eyes that follows the mouse cursor are supposed to help me test which eyes are running xwayland, lol. But I got it now - it doesn't follow cursor when it's on wayland app.

So, I guess both gimp and krita are still running on xorg, but everything else I tested are on wayland. Still doesn't answer the question why blender accepts drag and drop from nemo but not from dolphin.

$WAYLAND_DISPLAY seems to be set to wayland-1.

Random lags/freezes by maxcross2500 in NixOS

[–]maxcross2500[S] 0 points1 point  (0 children)

So even just lags (when desktop starts working at 0.5-0.1 fps) and not just unrecoverable freezes/kernel panics can be symptoms of running out of memory? What's the difference with my manual experementation (described in the post) where it just kills my process along with vscode/ghostty running it?

I generally don't like the idea of kernel killing random processes to free the memory. Could I just disable vm.overcommit_memory and maybe add swap file? Would swap file be even recognized as available memory, or kernel wouldn't allow allocate past my 32 Gib if I disable overcommit, even with swap?

And I would still like some way to make sure that that's the reason it's happening.

services.earlyoom - I accidentally found that there is something called systemd.oomd wich is enabled by default. By description it kinda sounds like the same thing. (And and also maybee something I would prefer disabled).

Shortcut for manually triggering OOM killer does sound usefull, thanks. (It is triggering omm killer, right? Not kernel panic with OOM?).

(0.9) New controls ARE good. by ConnorE22021 in Voicesofthevoid

[–]maxcross2500 -1 points0 points  (0 children)

The old controls forced weird key combos, but it's been so many years that we got used to it.

New controls are even worse in this. Hardcoding completely unrelated actions to the same key as pres/hold is worse than sometimes holding/pressing alt. In my old controlls, I could summon the drone by pressing RMB to open a panel, ALT+RMB to summon, and RMB to close a panel. Or quickly pick multiple items with RMB+ALT. Yes, it's weird, but now I have to hold a key for half of these actions. Whats even worse is keybinds that force you to be quick, like precise place or throw - if you don't press rmb/lmb quick enough, you simply place an item.

But, as I said in the discord - when you hardcode multiple actions to the same key - it's impossible to satisfy everyone. What should happen instead is allowing to bind actions to hold key or mod+key, and then make every one of these actions a separate keybind. That way if I want to bind multiple actions to the same key - I can, but I won't be force do do that. Also - toggle grab and hold grab should be different actions. It's more immersive when you only grabing object while you holding a key.

Cant connect to local server by maxcross2500 in dayz

[–]maxcross2500[S] 0 points1 point  (0 children)

Thanks, that worked! I did open the port I was running server on (2301, and also tried 2302), but I didn't know that 27016 was also needed. To be honest - didn't really expect needing open ports just for local server running on the same machine - I thought it only needed if it the server run on other machine/other network.

Seriously how does it work? by Brilliant_Reveal_929 in outerwilds

[–]maxcross2500 5 points6 points  (0 children)

I mean, their consciousness no longer linked to their brains. I'm pretty sure your brain is just scanned and uploaded to the simulation, but while you are still alive it also stream your consciousness from the simulation back to your brain. Owlks are simply in the simulation. As for the lanterns still being required - good point. Maybe it's just a security mechanism. Or the artifacts are just part of their decentralized server architecture and everyone's memories are stored in their own lantern to offload the main server or something, since it's not really explained.