Always wanted to ask, what are the countries with accessible medicine? Could anyone recommend?
Mostly sculpting, less rendering. So yeah, we aren't GPU bound. Right now considering just a mini PC. Should be cheaper then a latpop since we don't planning to work on the go, just need something portable. And a tablet for drawing.
That's exactly what I planning to use on travel ๐
I don't planning to work on the go, just wanted a portable PC.
We are considering just a portable PC for her and a tablet for drawing right now...
Thanks for the suggestion, eGPU sounds nice!
We don't planning to actually work on the go, just planning to travel a lot. eGPU could be considered portable. Maybe we even don't need a laptop, just a mini PC ๐ค
Didn't know about them, cool!
Could anyone with BlueSky account ask them to follow @ap.brid.gy at least? It would be nice to be able to follow them from Fedi.
First time hear about it, but sounds very cool!
Iโd actually recommend you to consider the whereabouts of the respective support centers before you buy a device
Totally agree, I take this into consideration. Tuxedo is very attractive to me because we planning to visit Germany personally. But I will take a look at NovaCustom as well since it's in EU.
From Star Labs their StarLite tablet looks very attractive. Right now I considering buying a tablet for drawing and a laptop for 3D modeling instead of 2-in-1.
Agree! That's why we are looking for something for a manufacturer support. We don't consider used market only because thinking about something powerful.
I have a SteamDeck and very satisfied with how GNU/Linux runs on it. Windows even run worse on it ๐
Thanks, will take a look!
We looked for convertible because planning to travel a lot. But judging by what others say, it's probably better to have a dedicated device for drawing...
Does linux support from manufacturer really matter?
Not really, but from my experience Linux on laptops sometimes have issues with things like battery life.
I have a SteamDeck to compare and it works just perfect, this is why I were looking at manufacturer support.
Thanks! Yes, she interested only in modeling. Cycles needed more for cool showcases ๐ Will take a look at System76.
Yeah, I have an Nvidia GPU on my desktop and I regret that I didn't buy an AMD card.
We looking for a laptop with good manufacturer support because they quite often have either battery or sleep issues.
Thanks!
We just planning to travel a lot soon and wanted to avoid carry a lot of stuff with us. But you probably right, it's better to have a dedicated device...
Recommend a laptop with good GNU/Linux support for a 3D artist
My wife is looking for a portable device primarily for modeling in Blender and optionally for drawing in Krita. So we looking for something with a GNU/Linux support from manufacturer.
We considered https://www.tuxedocomputers.com/en/TUXEDO-InfinityFlex-14-Gen1, it looks nice, but maybe you have other suggestions? Do you have experience with convertibles, how convenient is to draw on them?
We also considered https://earth.starlabs.systems/pages/starlite for drawing and a separate device for Blender, but having two devices might not be convenient...
Sounds great!
But I suspect that the Lemmy backend is faster since it's in Rust. Also Rust codebases are much easier to maintain since it's a strict language.
It works!
It's supported by Rocknix which comes with PortMaster preinstalled.
And that's via emulation!
It's possible to run GTA 3 and VC natively thanks to Re3 and ReVC decompilation projects even on sub-50$ handhelds!
It's awesome! I wanted something with OLED screen (can't play on LCD after using SteamDeck), pocketable, comfortable and powerful. It checks all the boxes for me.
I only wish screen were a bit bigger. There is Retroid Pocket 5 with the same CPU and 5.5", but it's not pocketable.
It have SD865. It's a flagship CPU from 2019. This may sound not much, but comparing to other retro-handhelds it's very powerful. Not as powerful as Odin 2, but it outperforms everything else. It's also the most powerful handheld that supports GNU/Linux.
Also happy cake day ๐ฐ
Aw, thanks ๐
I found them very comfortable, but I have small hands ๐
Bought a Retroid Pocket Mini
cross-posted from: https://lemmy.ml/post/22613952
> I just wanted a pocketable device, so I decided to pick Mini over 5. > > Originally, I wanted to order the white color but ended up choosing the black one because it makes the bezels and pillar boxes blend into the case. It also looks like a small SteamDeck ๐ > > When I'm not programming, I'm playing GTA III on it and earning RetroAchievements ๐ > > !With SteamDeck > > !GTA III
Bought a Retroid Pocket Mini
cross-posted from: https://lemmy.ml/post/22613952
> I just wanted a pocketable device, so I decided to pick Mini over 5. > > Originally, I wanted to order the white color but ended up choosing the black one because it makes the bezels and pillar boxes blend into the case. It also looks like a small SteamDeck ๐ > > When I'm not programming, I'm playing GTA III on it and earning RetroAchievements ๐ > > !With SteamDeck > > !GTA III
Bought a Retroid Pocket Mini
I just wanted a pocketable device, so I decided to pick Mini over 5.
Originally, I wanted to order the white color but ended up choosing the black one because it makes the bezels and pillar boxes blend into the case. It also looks like a small SteamDeck ๐
When I'm not programming, I'm playing GTA III on it and earning RetroAchievements ๐
Networking improvements
The performance is a bit slower, but we getting a free byte per changed entity and several bytes per message. For example, in our statistic test we using only 16 bytes for a test message instead of...
I've been working on bevy_replicon for the last two weeks. That's the networking library we use for the game.
Originally, I planned to make a small change to include the number of updates in the message (needed for prediction) but ended up completely reworking the serialization ๐ Typical me. This change improves message packaging. For example, in our statistics test, we use only 16 bytes for a test message instead of 33!
Okay, it's finally time to go back to the original change I wanted to make ๐
๐ฎ Bevy Enhanced Input 0.2.0 is out!
Video
Click to view this content.
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
While porting my game, I made many improvements. Actually using the crate gave me a better perspective ๐
Here's a quick showcase from my game. Smooth movement now automatically done by built-in LerpDelta modifier.
Also notice how pressing Esc cancels object spawning first due to the context priority.
Pressed keys displayed via screenkey app.
๐Full changelog ๐ฆbevy_enhanced_input
๐ฎ Bevy Enhanced Input 0.2.0 is out!
Video
Click to view this content.
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
While porting my game, I made many improvements. Actually using the crate gave me a better perspective ๐
Here's a quick showcase from my game. Smooth movement now automatically done by built-in LerpDelta
modifier.
Also notice how pressing Esc
cancels object spawning first due to the context priority.
Pressed keys displayed via screenkey app.
I also refined controls and added proper gamepad support. But touchscreen is still required due to missing UI navigation in Bevy. And I need to add cursor control with sticks ๐
Now I planning to implement some important features for bevy_replicon.
๐Full changelog ๐ฆbevy_enhanced_input
Migrating to bevy_enhanced_input
Migrating my game to bevy_enhanced_input and making some tweaks to the crate. I'll do another release once I finish.
Had to rewrite some game logic to adapt it to the observer pattern. Working with young engines like Bevy means constant rewrites ๐ญ
But I love the power of ECS, everything is so decoupled. Combined with Rustโs strict type system, it makes the rewriting process a lot smoother. I think the engine has great potential!
Crow Translate 3.1.0 is out!
It's an app for translating and speaking text using Mozhi.
We've added automatic selection for the fastest instance and fixed some bugs.
My next plan is to port it to Qt6. I try to get to it during my winter vacation. I'm just currently focused on a FOSS life simulation game. If anyone wants to help with the migration, PRs are welcome!
Works both on desktops and mobile Linux. Here is a screenshot of the app running on my PinePhone Pro:
๐ฎ Bevy Enhanced Input 0.1.0 is out!
Dynamic and contextual input mappings for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
I really like the UE approach and decided to bring it to Bevy.
Despite being the first release, it's packed with features:
- Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like
Jump
,Move
, orAttack
. - Assign actions to different contexts like
OnFoot
orInCar
, which are regular components. - Activate or deactivate contexts by simply adding or removing components.
- Control how actions accumulate input from sources and consume it.
- Layer multiple contexts on a single entity, controlled by priority.
- Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
- Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
- React on actions with observers.
I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.
๐ฎ Bevy Enhanced Input 0.1.0 is out!
Dynamic and contextual input mappings for Bevy. Contribute to projectharmonia/bevy_enhanced_input development by creating an account on GitHub.
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
I really like the UE approach and decided to bring it to Bevy.
Despite being the first release, it's packed with features:
- Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like
Jump
,Move
, orAttack
. - Assign actions to different contexts like
OnFoot
orInCar
, which are regular components. - Activate or deactivate contexts by simply adding or removing components.
- Control how actions accumulate input from sources and consume it.
- Layer multiple contexts on a single entity, controlled by priority.
- Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
- Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
- React on actions with observers.
I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.
๐ฎ Bevy Enhanced Input 0.1.0 is out!
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
I really like the UE approach and decided to bring it to Bevy.
Despite being the first release, it's packed with features:
- Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like
Jump
,Move
, orAttack
. - Assign actions to different contexts like
OnFoot
orInCar
, which are regular components. - Activate or deactivate contexts by simply adding or removing components.
- Control how actions accumulate input from sources and consume it.
- Layer multiple contexts on a single entity, controlled by priority.
- Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait.
- Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground".
- React on actions with observers.
I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage.
Finally released! Next up, I'll be migrating the game to use it. After it I will need to implement some requested features for bevy_replicon.
Input management
Over the past two weeks, I have been working on an input management plugin.
LWIM crate is good, but I wanted to try a different approach inspired by the Unreal Engine Enhanced Input.
If you have never used it, I explained the approach in the README, where you can also find a link to UE's documentation.
I finished the implementation and added examples, but I still need to write tests and improve the documentation. Planning to release it soon and continue focusing on the game :)
https://github.com/projectharmonia/bevy_enhanced_input
Migrated navigation from oxidized_navigation to vleue_navigator
Video
Click to view this content.
I'm working on a life simulation game with the working title Project Harmonia and would like to share my progress.
I migrated navigation from oxidized_navigation to vleue_navigator.
It uses the novel Polyanya algorithm instead of the classical A*.
I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project ๐
I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.
Migrated navigation from oxidized_navigation to vleue_navigator
Video
Click to view this content.
It uses the novel Polyanya algorithm instead of the classical A*.
I faced a few issues during the migration, but the author helped me resolve them all. He even dumped the navmesh of the house I built in the game and created a test named after the project ๐
I also implemented skipping points that the agent has projected past to prevent jitter when multiple points are close to each other.
Bug fixes, refactoring and physics migration
Video
Click to view this content.
This week, I was fixing bugs (there were a lot!) and refactoring.
I finally migrated the game's physics from XPBD to Avian. The migration was seamless since we're only using it for picking, collision checking, and navigation for now ๐
It's worth noting that I also switched from Avian's global Position component to Bevy's relative Transform, as the global Position breaks when there are multiple cities.
GTA III port to Dreamcast now have stable 30 FPS
The progress is incredible!
Resurgence of the Storm Hotfix Patch Notes - 12/8/2024 Quick Navigation Heroes Bug Fixes Heroes Click on a hero name or role to go to their changes. TANK BRUISER HEALER MELEE RANGED SUPPORT Kharazim Tyrande Return to Top Healer Kharazim Talents Leve...
Continue to improve city building tools
Video
Click to view this content.
I working on a life simulation game with a working title Project Harmonia.
Iโve finally added the ability to edit and remove previously spawned walls, along with an undo/redo system.
Implementing the undo/redo was a bit challenging. If a command spawns or despawns an entity, it needs to be tracked to update the history with the correct ID. Additionally, since the game is networked, I had to introduce the concept of pending history commands. These commands are only added to the history after server confirmation.
Continue to improve building tools
Video
Click to view this content.
Iโve finally added the ability to edit and remove previously spawned walls, along with an undo/redo system.
Implementing the undo/redo was a bit challenging. If a command spawns or despawns an entity, it needs to be tracked to update the history with the correct ID. Additionally, since the game is networked, I had to introduce the concept of pending history commands. These commands are only added to the history after server confirmation.