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Latest Comments by slembcke
The latest and greatest Vulkan extension has arrived
31 Mar 2022 at 11:25 pm UTC Likes: 8

April fools usually makes me sad, but this made me chuckle. :) That is all.

GNOME 42 released with the new global dark-style preference
23 Mar 2022 at 6:07 pm UTC Likes: 4

I know Gnome's design decisions aren't popular with everyone, but I love it. It does almost everything I want as a mild power user, and I've never had to dig to figure out how it works. When it doesn't do some power usery thing, it's at least pretty obvious and I can find some other tool to fill the gap. It's not cluttered, and is pretty frictionless to use. Love it!

Quoting: GuestCan't wait to play with it in the upcoming Fedora release. I wonder if the "increased frame rates" will amount to anything measurable or just margin of error level improvement.
There's been a few things they've talked about, and I might be mixing them up, but I'm guessing it's something to do with skipping some of the compositor steps for fullscreen applications. Apple did something like that a few years ago, basically gave you the performance and latency advantages of an exclusive fullscreen mode, but without the downsides of being locked out of the compositor. (ex: alt-tab switcher or volume overlays) It's not going to double your framerates or anything, but it can add a few percent here and there.

Unity game engine team announce 3D platformer Gigaya, free for devs to tinker with
23 Mar 2022 at 5:43 pm UTC Likes: 10

Heh. It was just in the last few days that we were bemoaning on gamedev twitter that Unity really needs to make and maintain a game in their own engine. I guess that's a good direction. Now they just need to support it across multiple Unity version upgrades (generally a disaster), and they'll have a good feeling of what it's like to use their own product. :p

Generally speaking they hack together a one-off, non-interactive graphics demo every couple years that builds around, instead of on top of their engine. Gamers go "Ooh Aaah! Look what you can make with Unity!", when in reality it's kind of useless to devs. All the shaders and effects tend to be bespoke, and pretty non-reuseable. The productions themselvves are basically just glorified movies, so they doesn't really do any "game stuff", like dealing with input, physics, collision, etc.

Valve open sources SteamOS Devkit Client for Steam Deck
7 Mar 2022 at 6:09 pm UTC Likes: 1

Quoting: gradyvuckovicSee industry? Open sourcing stuff makes sense when you're trying to work with your customers not work against them.
Yeah, kinda-sorta-mostly. On the other end of the spectrum you have something like console dev kits which are still quite expensive, but have first class tooling (especially in terms of profiling and debugging tools). Linux has a ways to go to catch up in that respect. The Steam Deck tools will probably appeal more to the little studios than the big shops which often have their own dedicated internal tooling developers. Linux has advanced leaps and bounds in the last decade as a target for gamedev though. I've quite happy to make it my dev environment.

Valve open sources SteamOS Devkit Client for Steam Deck
4 Mar 2022 at 5:27 pm UTC Likes: 1

Huh... that's kinda neat, and written using Dear ImGUI too. Looking forward to using mine for some gamedev. :smile:

SimAirport getting some great upgrades ready for the Steam Deck
9 Feb 2022 at 6:15 pm UTC Likes: 1

Quoting: pageroundThanks for the insight. Who are some of the good developers you've worked with?
Doesn't quite feel appropriate to respond to that in the Sim Airport comments, but I made a forum post of some of my favorite folks making games here: https://www.gamingonlinux.com/forum/topic/5178

SimAirport getting some great upgrades ready for the Steam Deck
9 Feb 2022 at 3:35 pm UTC Likes: 2

Uff. There's a name I'd hoped to never see again, shadiest developer we've ever worked with. They took us on for contract development, and at some point later he wanted us to sign a new (very one-sided) contract with them. When we said no they called us the most unprofessional people they've ever worked with and ghosted us leaving our final invoice for a few weeks of work unpaid to this day. Color me salty. -_-

A love-letter to the FPV community, Liftoff: Micro Drones lands in Early Access
2 Dec 2021 at 8:26 pm UTC Likes: 1

I just spent around $150 on tiny whoop stuff already since the indoor flying season is starting. This is a good way to save time/money on repairs. Why not!? :grin:

Quoting: BogomipsI haven't found (and not searched too much either) what are the 6 different frames.
Kinda can see it in the video at: https://youtu.be/98ESbj3Koss?t=59 [External Link]

Valve answers the question: should developers do native Linux support or Proton?
14 Nov 2021 at 5:47 am UTC Likes: 1

Quoting: Shmerl
Quoting: slembckeHah! I used to think GDB was just the worst, but it's my go-to debugger now. With a few dozen lines of scripting you can at least soften the annoying parts (can't just click in an IDE to set breakpoints, etc), while greatly amplifying the parts where it excels.
I know you can script it. But I feel like scripting to improve out of the box debugger experience shows it has a long way to go to feel comfortable. And that's not a good thing if no one is trying to address that properly.

I don't think criticism of those who are used to MSVC debugger level of comfort is invalid. So I'm not even sure why it's still not addressed. Do gdb developers have such mentality? I.e. script it if you feel like it's not good enough already and we aren't going to improve the debugger itself? If so, it's a bad mentality.
Nah, not trying to criticize, just that I've had many very one sided talks with MSVC devs about "other" tools even when they were the ones that asked. (Doesn't matter if we are talking about debuggers, IDEs, etc) Like I get it that everybody has their favorite tools and everything about computers is a holy war. (shrugs)

I do wish, and would totally use something other than GDB on Linux if there was an alternative though. Like anything scriptable, it's powerful when you script it, but that tends to go hand in hand with a pretty rough learning curve. I also find it very odd that in Linux, land of a bajillion developer tools, there isn't more diversity in debuggers. Like for Windows beyond MSVC there is RemedBG, WinGDB, and a few other stand-alone debuggers that people seem to legitimately like. On Linux there are a handful of GDB GUIs, and that always seems to be a curse. (I've never tried a GDB shell that seemed worth using anyway...)

Here's some of what we've learned about the Steam Deck
14 Nov 2021 at 5:36 am UTC Likes: 1

Quoting: ShmerlWhy does it run as XWayland instead of as Wayland compositor?
It probably does that too... I assume? Honestly I don't think I have any games that run under Wayland natively out of the box to try it with though. I think the point is mostly that it's a way to get frames from a game so they can be displayed in other ways without the game needing to support them. Like somebody has been working on getting FSR working directly with gamescope, and I can imagine a future where it plays roles in screen recording or streaming too since Steam is keen on those sorts of features already.

More info here if interested:
https://github.com/Plagman/gamescope [External Link]

(@Shmerl Is your avatar from Ferazel's wand? Been a long time since I played that game...)