• 6 Posts
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Joined 6 years ago
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Cake day: May 31st, 2020

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  • A few years ago, I set up a home-server with music and some pictures on there, and recently I noticed that my storage disk was getting full. Then I saw that the disk only had 16 GB and wondered, where the hell I got that small of a disk from.

    So, I go to plug in a bigger disk and can’t even find the original disk at first. Turns out my whole storage capacity was one of these bad boys:

    Spoiler

    A tiny USB-A stick, designed for keeping it plugged into a laptop at all times.

    And yeah, I’ve got about 1800 songs, clocking in at 5.8 GB, so even that tiny storage would easily be enough for a much larger collection.
    And I do also have them replicated on my phone, for listening on the go. (Don’t even need an SD card in my case.)





  • I’m weirdly deeply invested, like I’ve got decent headphones, I’ve composed songs before, I’ve played two instruments, and like someone else posted, I’ve also implemented my own music player program.

    But man, I struggle with feeling it as art. I don’t know, if that’s a case of music-maker being snobby about everyone else’s music, while being too critical of their own music. Maybe my expectations are just too high.
    Like, I’m trying to create lyric-less music where I feel a meaning. And at times, I’m amazed that I can evoke the sense of snowfall. But at many other times, it just sounds paperthin to me, and I still haven’t managed to really portray a deeper meaning.

    Maybe I’m just frustrated, because poems come more naturally to me (and yes, I am dense for not adding lyrics to my songs 🫠).


  • I would argue that a substantial reason for their popularity is also just that devs have fun when developing them.

    With most other genres, you’ve seen the story a gazillion times, you’ve done each quest a thousand times etc… It just gets boring to test the game and it becomes really difficult to gauge whether it still is fun to someone who isn’t tired of it.

    Meanwhile with roguelikes, the random generation means that each run is fresh and interesting. And if you’re not having fun on your trillionth run, that’s a real indicator that something needs to be added or improved.




  • I also think ANY game should have a “full potato” mode capable of running in older computers with NONE of the fancy graphics stuff that we have access to today, despite having a decent computer now.

    Problem is that the fancy graphics stuff isn’t just additive.
    For example, raytracing is actually relatively simple to implement, since you just make light behave like it does in real-world physics, according to a couple relatively straightforward rules and material properties.
    Lighting without raytracing involves tons of smokes and mirrors hacks and workarounds. For example, mirrors were often faked by building the same room behind the wall, with everything inverted, including the player character’s animations.
    So, making a game with potato graphics typically requires building a second version of the game.

    Of course, there can be a mode that does just turn off the additive stuff, so only that which does not require changing the game implementation. But that can just be one of the graphics presets…





  • The description in the ticket isn’t too bad:

    allows users to make a window disappear and keep only its title bar visible.

    It really just hides the window contents. In effect, it is similar to minimizing a window, except that it doesn’t spring into your panel and rather stays in place as just the window title bar without the contents.

    It is a niche feature, if you couldn’t tell. But it isn’t some KDE specialty feature; various other desktops and window managers also support it. I think, it was more popular in the early days of graphical user interfaces, when we were still working out, how we want to do panels and such.

    And conversely, I do think it makes more sense as a feature on big screens like you can have today, where your panel might be quite a bit away.
    Don’t think, window shading will make a big comeback just yet, but yeah, probably enough existing users that use it, so that it would be cool to support that workflow.





  • I’ve seen it argued that the best way to create lightweight software is to give devs old hardware to develop on.

    Which, yeah, I can see that. The problem is that as a dev, you might have some generic best practices in your head while coding, but beyond that, you don’t really concern yourself with performance until it becomes an issue. And on new hardware, you won’t notice the slowness until it’s already pretty bad for those on older hardware.

    But then, as the others said, there’s little incentive to actually give devs old hardware. In particular, it costs a lot of money to have your devs waiting for compilation on older hardware…