

Politician leans too close into mic: “WORKS AS INTENDED”
Reporter: “but this is a clear-”
Politician: “lmao wontfix”


Politician leans too close into mic: “WORKS AS INTENDED”
Reporter: “but this is a clear-”
Politician: “lmao wontfix”


I did have this music bookmarked (6 1/2 hours of Commodore 64 SID Music) despite no direct connection/nostalgia to the C64. It just has something better than other retro music.
So how do I make my own SID tunes?
In most cases, you will need access to either a real C64 or a C64 emulator such as CCS64 or VICE. Ideally it is preferred that you actually compose on the real thing
I’d prefer pure midi (for use in a game engine like Godot, midi players are a fun idea too), anything where the soundfonts are free and not too big. Far down on the list for me though, and I’d probably need to lean on public domain midi files at first anyway.


I’m most interested in a polygon editor first (webGL animation/Wick Editor export) and a non-destructive workflow with Godot (SDF textures, Blender as an intermediate, maybe even exporting .scn files for polygons) second.
Though for this (and also the similar, separate effort of PixiEditor) I fear that it will just try to do everything else instead.
For this specific, I see people complain that it’s web/electron-based.


Hey, I’m not sure if it fixes what you were worried about, but there was a new release that fixed more than a few issues.
Furthermore the creator of a 3.X gdnative project (Enu) is involved so that may be interesting longer-term.


Linux specific: XFCE has window manager tweak settings (in accessibility tab) that makes any maximized window effectively borderless (combined with auto-hide panel, of course).
Games are weird though so the ones that are fixed at native-res when windowed (NO maximize) don’t benefit from that unfortunately. I personally have an ultra-minimal window theme that reduces that issue (it’s only 12px off the top if you don’t move it up). EDIT: I think Smallscreen is the smallest default window theme, though the sides and bottom of the window are non-0 so that adds difficulty to placement.


I dunno, do you think it’s too rough for prototypes or jam-like games?
Seems to me like many of the issues are likely specific, workaround-able stuff. It’s mainly developed by 1 person, so pretty much any type of involvement (even posting issues or showing off projects) could help improve the future of the project.
In some cases you can keep your logic in its own file and not dependent on any engine. For instance I made a (non-game) software demo (number converter) for the 3.X bindings and then easily redid the GUI and rewired it for the 4.X bindings. (similarly I made a polygon-from-text-format parser for Naylib, I could transfer it but Godot has polygon editing so less need there)


I haven’t done enough to consider myself a programmer, but I could’ve written your post. It hits a niche that I have long wanted from programming.
You should check out the Godot 4 bindings if you haven’t already (gdext-nim, see my post on !nim@programming.dev). There’s also one for Raylib (specifically, Naylib).
My biggest functional gripe (that I can say for certain is not just me) was that support for (Bellard’s) TCC was dropped. It was nice for quick prototyping, though Clang is a pretty efficient middleground/default.


This just seems like explaining the difference between GPU-bound vs CPU-bound scenarios, and pointing out how generational improvements have made a big impact there.
Also, probably something about diminishing returns on the computation needed/accepted for games. Or the other side of the coin, the rising floor (with newer hardware) of what negligible CPU usage can achieve (also something like multiseat or server usage).
EDIT: I should say it both reaffirms how good of a deal I got on a 2700 in mid-2019, and is a good thing to remember on how much better new (Zen) cores are. (probably not upgrading any time soon though and still using a 1050Ti as well, though I don’t really need an upgrade anyway)


“Whoa, is it floating in the air? No! Listen, I’m into it. That’s cool as hell. That just lets you know how NATURAL and ORGANIC the code is!” – Free Apple Application.
Also yeah imagine if I did anything, let alone having a project worthy of the thought of uploading it anywhere.


EDIT: On second look I’m guessing the description was more of a rhetorical (which would make more sense if it were read before the image). So all I can say is
<me pretending I have a project>: haha same
I have all of the free time but feel terrible most of the time, so everything really. When I actually do sit down to actually try something,
it:
a. goes nowhere (failed attempt or no idea on how to start)
b. works, but has some blocking issue (or otherwise is not as viable as I hoped)
c. is… fine, but not quite smooth for me
d. does not seem to exist as I expect, slowing my workflow
e. is actually viable, but clunky (Godot’s gridmap, unless manual config)
Not that I really have ideas, more of annoyances with common game mechanics (or that lots of new stuff is bloated from textures/video/non-compressed audio etc.) really.
For a couple of things I have made (both text-file formats+loaders), one of them I had no desire to do the writing to utilize (adventure book, for a toolkit… also font scaling wasn’t as good I wanted) and the other (2D polygons, Raylib bindings) I was a bit unsure on usage (fans vs strips, loading multiple) and couldn’t be bothered to develop to a usable state (GUI editor etc).
Some of it I know I just need to start with something simpler (I am already leaning towards this with 2D or 3D polygons) and get anything started*, but I don’t seem to be there yet. Maybe something will change…
* still difficult having an idea that is both viable and engaging for me, and even the simplest 3D I’d still need to put a bit more prep-work in (Blender template file, importer script for materials and better node view, checking Godot color palette options to see if one allows keeping my x5 ramp width) unless I just don’t do that and ignore/manually do some of those (material overrides on import aren’t difficult for example, particularly when I won’t have many materials anyway)


Get me out of here. I already use FOSS*, tell me what license to use and I can also do testing (both bug reports and medical/biomech stuff).
I know, probably not even close to a real option. Same as it ever was.
* Godot, Blender, Krita, Linux etc
I don’t think I have any federation issues (at least directly), but yeah I don’t get replies probably because what I post is too niche. On 3 posts so far at least (~8 upvotes each) in 3 different communities.
Well, looking back most anything I post is probably doomed this way no matter the instance, unless maybe it’s something more general or eye-catching on a bigger community.


Moneyed publisher that still leans on crowdfunding and social media self-promotion (on top of EA). See also the Roots of Pacha dispute (or the 4 games with mixed reviews).


For a practical test, search for kbin.social (and then ctrl+f for it also to get the direct results). Or, just look at a community: !kbinMeta@kbin.social
The only thing that appears missing is the avatars images. Though I assume the text content is doomed in the long-run when it comes to new instances, as I doubt re-federation (3rd-party federation) is a thing. Unless of course, someone manually crossposts said content.
deleted by creator


Hey, give a little credit to our public schools (poorly-optimized eye-candy) new games! (where 10-20GiB is now considered small)


I still see it being an issue of pricing and questionable value (over older/used/already-owned) of a bottlenecked part, particularly when it ends up with users who aren’t esports users (for a multitude of reasons). In other words: stagnation.
It’s more obvious with AMD selling new 4GB cards still in the budget category rather than ultra-budget, as in they aren’t raising the floor. The jokes still work:

EDIT: There were even polaris GPUs with 8GB


alarm-clock-applet allows custom commands. So put systemctl suspend into a timer, bingo.
rtcwake to wake the computer up, for-better-or-worse the music will still be playing.
Someone else mentioned android, VLC there does have a sleep timer (just to stop the music) I didn’t see an equivalent option in the desktop version (at a quick glance) though.
In SMPlayer I do see the option ‘shut down computer’ as a sub-option for `close when finished playback’ (general options)


You know, I’m somewhat of a coding enthusiast myself.
Difficult to think of projects that I want to do that are also viable for me now. I settled on Minesweeper (/a dragonsweeper-like) though I lost momentum as I got a bit hung up on how to implement it in a way that’d allow dynamic map sizes. I suppose I should just make it as simple as I can and then differentiate it later.
Mostly been ignoring it though, instead making efforts to organize my room. Any personal growth is good, right?
I would also like an excuse to make some polygonal art (2D or 3D) but I don’t have many ideas there either, and many ideas of which would probably be an insignificant amount of actual coding compared to animation.
I’m going to go with the multiple causes for slowness (and that’s interpreted languages in general). In some cases, things might be usable if I weren’t on Zen+ still (newer stuff has better IPC among other things).
Things like JIT or no-GIL might reduce that, but I’m not sure that it’s that easy to fix (not being default (plus multiple options) seems to complicate bindings even).